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