AI Game Programming Wisdom 4 (AI Game Programming Wisdom (W/CD)) 🔍
edited by Steve Rabin Charles River Media, 1, US, 2008
英语 [en] · DJVU · 7.4MB · 2008 · 📘 非小说类图书 · 🚀/lgli/lgrs · Save
描述
This book is just a list of tweaks to existing concepts such as FSMs and path finding. The more advanced concepts discussed do not have enough code examples or background info to really educate the reader. A lot of material is by academics that just want to get their names on published articles. For a field that has been hyped for 30 years and can now just barely manage to get a few soccer players to work together in a Wii game I guess we can't expect too much. Unless one is a professional game programmer, which I'm not, and contacts the authors there is almost nothing useful here. For a basic AI overview, 'hands on ai with java' and 'programming game ai by example' are decent introductions for the programmer to the field depending on whether one prefers java or C++ programming. (most desktop 3d games are written in c++, many internet backend servers run in java).
备选标题
Artificial intelligence game programming wisdom 4
备选作者
Rabin, Steve
备用出版商
Delmar Learning ; Cengage Learning distributor
备用出版商
Course Technology, Cengage Learning
备用出版商
Cengage Learning PTR
备用出版商
A-list Publishing
备用版本
Course Technology PTR, Boston, Mass, 2008
备用版本
Australia, United States, Australia, 2008
备用版本
United States, United States of America
备用版本
Clifton Park, N.Y., London, 2008
元数据中的注释
0
元数据中的注释
lg307748
元数据中的注释
Includes bibliographical references and index.
备用描述
<p><P>Welcome to the latest volume of AI Game Programming Wisdom! AI Game Programming Wisdom 4 includes a collection of more than 50 new articles featuring cutting-edge techniques, algorithms, and architectures written by industry professionals for use in commercial game development. Organized into 7 sections, this comprehensive volume explores every important aspect of AI programming to help you develop and expand your own personal AI toolbox. You'll find ready-to-use ideas, algorithms, and code in all key AI areas including general wisdom, scripting and dialogue, movement and pathfinding, architecture, tactics and planning, genre specific, and learning and adaptation. New to this volume are articles on recent advances in realistic agent, squad, and vehicle movement, as well as dynamically changing terrain, as exemplified in such popular games as Company of Heroes.You'll also find information on planning as a key game architecture, as well as important new advances in learning algorithms and player modeling. AI Game Programming Wisdom 4 features coverage of multiprocessor architectures, Bayesian networks, planning architectures, conversational AI, reinforcement learning, and player modeling.These valuable and innovative insights and issues offer the possibility of new game AI experiences and will undoubtedly contribute to taking the games of tomorrow to the next level.</p>
开源日期
2010-08-30
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