| 000 | 02012cam a22004218i 4500 | ||
|---|---|---|---|
| 001 | 22493581 | ||
| 003 | OSt | ||
| 005 | 20230916110849.0 | ||
| 008 | 220401s2023 flu b 001 0 eng | ||
| 010 | _a 2022005391 | ||
| 020 |
_a9781032305950 _q(hardback) |
||
| 020 |
_a9781032033228 _q(paperback) |
||
| 020 |
_z9781003305835 _q(ebook) |
||
| 040 |
_aLBSOR/DLC _beng _erda _cDLC |
||
| 042 | _apcc | ||
| 050 | 0 | 0 |
_aQA76.76.C672 _bR6327 2023 |
| 082 | 0 | 0 |
_a794.81526 _bROB/A |
| 100 | 1 |
_aRoberts, Paul _c(Game programmer) _eauthor. _99500 |
|
| 245 | 1 | 0 |
_aArtificial intelligence in games / _cPaul Roberts ; illustrated by Nicholas Dent. |
| 250 | _aFirst edition. | ||
| 263 | _a2206 | ||
| 264 | 1 |
_aBoca Raton : _bCRC Press, _c2023. |
|
| 300 | _a301 pages | ||
| 336 |
_atext _btxt _2rdacontent |
||
| 337 |
_aunmediated _bn _2rdamedia |
||
| 338 |
_avolume _bnc _2rdacarrier |
||
| 504 | _aIncludes bibliographical references and index. | ||
| 505 | 0 | _aMath -- Steering behaviours -- Terrain analysis -- Pathfinding -- Decision making -- Fuzzy logic -- Chess AI -- Genetic algorithms -- Neural networks. | |
| 520 |
_a"This book covers all the necessary topics that a professional game AI programmer needs to know, from math and steering behaviours to terrain analysis, pathfinding, decision making, and more. Written to be easily accessible, each topic is accompanied by an example game, where the reader can add their own code to see the effects their changes have. This book will be suitable for students and aspiring games programmers looking to gain a grounding in game AI techniques"-- _cProvided by publisher. |
||
| 650 | 0 |
_aComputer games _xProgramming. |
|
| 650 | 0 |
_aComputer games _xDesign. |
|
| 650 | 0 |
_aVideo games _xDesign. |
|
| 650 | 0 | _aArtificial intelligence. | |
| 700 | 1 |
_aDent, Nicholas _c(Illustrator), _eillustrator. |
|
| 906 |
_a7 _bcbc _corignew _d1 _eecip _f20 _gy-gencatlg |
||
| 942 |
_2ddc _cBK _h794.81526 _iROB/A _k794.81526 _mROB/A |
||
| 999 |
_c42455 _d42455 |
||