AI for game developers
(eBook)

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Average Rating
Contributors
Published
Sebastopol CA : O'Reilly, ©2004.
Format
eBook
Edition
1st ed.
ISBN
1449333109, 1491900105, 9781449333102, 9781491900109
Physical Desc
1 online resource (xv, 373 pages) : illustrations.
Status

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Language
English

Notes

General Note
"Creating intelligent behavior in games"--Cover.
General Note
Includes index.
Description
Written for the novice AI programmer, this text introduces the reader to techniques such as finite state machines, fuzzy logic, neural networks and many others in an easy-to-understand language, supported with code samples throughout the text.

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Citations

APA Citation, 7th Edition (style guide)

Bourg, D. M., & Seemann, G. (2004). AI for game developers . O'Reilly.

Chicago / Turabian - Author Date Citation, 17th Edition (style guide)

Bourg, David M and Glenn. Seemann. 2004. AI for Game Developers. O'Reilly.

Chicago / Turabian - Humanities (Notes and Bibliography) Citation, 17th Edition (style guide)

Bourg, David M and Glenn. Seemann. AI for Game Developers O'Reilly, 2004.

MLA Citation, 9th Edition (style guide)

Bourg, David M., and Glenn Seemann. AI for Game Developers O'Reilly, 2004.

Note! Citations contain only title, author, edition, publisher, and year published. Citations should be used as a guideline and should be double checked for accuracy. Citation formats are based on standards as of August 2021.

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Grouped Work ID
2c287120-0e7e-ea94-8458-08aca8a75e1c-eng
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Grouping Information

Grouped Work ID2c287120-0e7e-ea94-8458-08aca8a75e1c-eng
Full titleai for game developers
Authorbourg david m
Grouping Categorybook
Last Update2024-09-06 16:31:08PM
Last Indexed2024-09-28 02:54:27AM

Book Cover Information

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Last UsedSep 22, 2024

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First DetectedJul 29, 2024 03:56:33 PM
Last File Modification TimeSep 06, 2024 04:31:58 PM

MARC Record

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24510|a AI for game developers /|c David M. Bourg and Glenn Seemann.
250 |a 1st ed.
260 |a Sebastopol CA :|b O'Reilly,|c ©2004.
300 |a 1 online resource (xv, 373 pages) :|b illustrations.
336 |a text|b txt|2 rdacontent
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500 |a "Creating intelligent behavior in games"--Cover.
500 |a Includes index.
5050 |a Introduction to game Al -- Chasing and evading -- Pattern movement -- Flocking -- Potential function-based movement -- Basic pathfinding and waypoints -- A* pathfinding -- Scripted AI and scripting engines -- Finite state machines -- Fuzzy logic -- Rule-based AI -- Basic probability -- Decisions under uncertainty: Bayesian techniques -- Neural networks -- Genetic algorithms.
520 |a Written for the novice AI programmer, this text introduces the reader to techniques such as finite state machines, fuzzy logic, neural networks and many others in an easy-to-understand language, supported with code samples throughout the text.
650 0|a Video games|x Design.
650 0|a Video games|x Programming.|0 http://id.loc.gov/authorities/subjects/sh95003476
650 0|a Computer animation.|0 http://id.loc.gov/authorities/subjects/sh85029478
650 0|a Artificial intelligence.|0 http://id.loc.gov/authorities/subjects/sh85008180
7001 |a Seemann, Glenn.
758 |i has work:|a AI for game developers (Text)|1 https://id.oclc.org/worldcat/entity/E39PD3RrT8yFWyDYqwQJRpcXVC|4 https://id.oclc.org/worldcat/ontology/hasWork
77608|i Print version:|z 0596005555|w (OCoLC)56089097
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