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Titlebook: Artificial Intelligence for Computer Games; Pedro Antonio González-Calero,Marco Antonio Gómez- Book 2011 Springer Science+Business Media,

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發(fā)表于 2025-3-21 17:38:32 | 只看該作者 |倒序?yàn)g覽 |閱讀模式
期刊全稱Artificial Intelligence for Computer Games
影響因子2023Pedro Antonio González-Calero,Marco Antonio Gómez-
視頻videohttp://file.papertrans.cn/163/162358/162358.mp4
發(fā)行地址Translates the last decades of research into practical ideas to enhance the computer game experience;.Presents approaches for evolving interaction beyond the pre-scripted narratives normally encounter
圖書封面Titlebook: Artificial Intelligence for Computer Games;  Pedro Antonio González-Calero,Marco Antonio Gómez- Book 2011 Springer Science+Business Media,
影響因子.The book presents some of the most relevant results from academia in the area of Artificial Intelligence for games. It emphasizes well theoretically supported work supported by developed prototypes, which should lead into integration of.academic AI techniques into current electronic entertainment games..The book elaborates on the main results produced in Academia within the last 10 years regarding all aspects of Artificial Intelligence for games, including pathfinding, decision making, and learning. A general theme of the book is the.coverage of techniques for facilitating the construction of flexible not prescripted AI for agents in games. .Regarding pathfinding, the book includes new techniques for implementing real-time search methods that improve the results obtained through AI, as well as techniques for learning pathfinding behavior by observing actual players..Regarding decision making, the book describes new techniques for authoring tools that facilitate the construction by game designers (typically nonprogrammers) of behavior controlling software, by reusing patterns or actual.cases of past behavior. Additionally, the book will cover a number of approaches proposed for ext
Pindex Book 2011
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action beyond the pre-scripted narratives normally encounter.The book presents some of the most relevant results from academia in the area of Artificial Intelligence for games. It emphasizes well theoretically supported work supported by developed prototypes, which should lead into integration of.ac
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Real-Time Heuristic Search for Pathfinding in Video Games,
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Embedding Information into Game Worlds to Improve Interactive Intelligence,
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Empowering Designers with Libraries of Self-Validated Query-Enabled Behaviour Trees,
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