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Artificial Intelligence for Games
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free shipping in Poland for all orders over 500 PLN
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14 days for return
Each consumer can return the purchased goods within 14 days
"Artificial Intelligence for Games - 2nd edition" will be highly useful for academics teaching courses on game. It will also include the following: AI-oriented gameplay; Behavior driven AI; Casual games (puzzle games).
* The first comprehensive, professional and accurate implementation tutorial.
* Walks through the entire development process from beginning to end.
* Includes examples from over 100 real games, 10 in-depth case studies, and web site with sample code.
Table of Contents:
Descriptions have been added to the second edition.
1 INTRODUCTION
Will now make the code available only online. This section would describe the broad brush strokes. I have a completely new codebase for the second edition, with many more demos.
2 GAME AI
This section has been reorganized to include an additional section: AGENTS, PERCEPTS AND ACTIONS. This is a new system that looks at a game in a more systemic way. It helps you to set up a few chapters that did not have an organizing principle.
This section also includes the latest generation of hardware. In particular multi-core consoles.
3 MOVEMENT
Adding new section (ACTIONS AND MOVEMENT).
Also, including more information on the engine of a physics core.
There is additional material on COMBINING STEERING BEHAVIORS.
4 PATHFINDING
A short subsection on the path of uncertainty will be added. This is an interesting new subfield.
5 DECISION MAKING
Adding a new section (BEHAVIOR TREES): a single technique set.
A new section will be added to the proposed sims. Additional techniques will be consulted to implement GOAP in other game genres.
In particular two techniques: Hierarchical Task Planning and Partial Order Planning.
6 TACTICAL AND STRATEGIC AI
Adding a new section (STRATEGY AND PERSONALITY) that discusses how to build strategic AI that follows distinct styles, without being too predictable and exploitable.
7 LEARNING
The examples in the section on REINFORCEMENT LEARNING will be modified. Readers found it difficult to understand. The textual demo will be expanded to a graphic demo which will be walked through in detail.
8 BOARD GAMES
9 EXECUTION MANAGEMENT
The section on ANYTIME ALGORITHMS will be expanded to include any algorithm. Topics such as making recursion explicit, storing data between updates, and anytime algorithms on multi-core processors will be addressed.
10 WORLD INTERFACING
The section on GETTING KNOWLEDGE EFFICIENTLY will be expanded into the game. In addition, there is a new subsection on the geometric queries to the game (where things are, what can be seen, etc).
Adding a new section on INTELLIGENT CONTENT. Several games in the last few years have increased. AI sophisticated by making the level more intelligent. Data and algorithms can be correspondingly simpler AI and still appear very smart. This section describes how to be done.
11 TOOLS AND CONTENT CREATION
There are minor tweaks to make the most of AI toolkits.
The current hot-topic in game development is automating content creation. AI data is relatively easy to automate in some contexts - this section will be updated with this info.
12 SCRIPTING
NEW chapter on Scripting (pulling misc scripting sections from other parts of the book.
Also, discussing visual scripting (the idea that programs can be represented visually). Also, covering node-based scripting systems in this new section.
Coverage of declarative scripting, which does not give programs or scripts to be carried out in the world. It is really a variation of rule-based decision making as well as a powerful gameplay for development as well as agent-based AI. A couple of recent game projects. I've seen use this approach.
13 DESIGNING GAME AI
The plan is to introduce a fair bit - with different options presented for each genre.
Adding a new section (PUZZLE GAMES). Over the last couple of years. There is a lot of them in the area.
The case study in the section will be expanded, plus a simple demo.
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