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Искусственный интеллект в играх

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A
5th Edition. — UK, Birmingham: Packt Publishing, 2022. — 309 p. — ISBN-13 9781803238531. Learn and implement game AI in Unity to build smart environments and enemies with A* pathfinding, finite state machines, behavior trees, and the NavMesh Key Features: Explore the latest Unity features to make AI implementation in your game easier Build richer and more dynamic games using AI...
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  • 5,68 МБ
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Packt Publishing, 2019. — 246 p. — ISBN: 978-1789533910, 1789533910. 4th Edition. Learn and Implement game AI in Unity 2018 to build smart game environments and enemies with A*, Finite State Machines, Behavior Trees and NavMesh. Key Features Build richer games by learning the essential concepts in AI for games like Behavior Trees and Navigation Meshes Implement character...
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  • 6,92 МБ
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O’Reilly, 2004. — 400 p. Written for the novice AI programmer, AI for Game Developers introduces you to techniques such as finite state machines, fuzzy logic, neural networks, and many others, in straightforward, easy-to-understand language, supported with code samples throughout the entire book (written in C/C++). From basic techniques such as chasing and evading, pattern...
  • №3
  • 5,49 МБ
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O’Reilly, 2004. — 392 p. Written for the novice AI programmer, AI for Game Developers introduces you to techniques such as finite state machines, fuzzy logic, neural networks, and many others, in straightforward, easy-to-understand language, supported with code samples throughout the entire book (written in C/C++). From basic techniques such as chasing and evading, pattern...
  • №4
  • 2,83 МБ
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O’Reilly, 2004. — 392 p. Written for the novice AI programmer, AI for Game Developers introduces you to techniques such as finite state machines, fuzzy logic, neural networks, and many others, in straightforward, easy-to-understand language, supported with code samples throughout the entire book (written in C/C++). From basic techniques such as chasing and evading, pattern...
  • №5
  • 25,29 МБ
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O’Reilly, 2004. — 400 p. Written for the novice AI programmer, AI for Game Developers introduces you to techniques such as finite state machines, fuzzy logic, neural networks, and many others, in straightforward, easy-to-understand language, supported with code samples throughout the entire book (written in C/C++). From basic techniques such as chasing and evading, pattern...
  • №6
  • 2,81 МБ
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2002, 481 p. This book is fundamentally about making better games. It focuses on doing this by making the computer opponents smarter, more capable, and more human. This is an area of knowledge that has only been getting attention in any meaningful sense for the past decade or so. As this book goes to press, developers can look around and find the game industry exploding with...
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  • 11,07 МБ
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Jones & Bartlett Publishers, 2005. - 521 p. 1 edition. ISBN-13: 978-1556220784. Programming Game AI by Example is an excellent book for the game program- ming neophyte, the intermediate programmer, and even the expert — it doesn’t hurt to go over familiar ground, does it? The book concisely covers all of the important areas, including basic maths and physics through to graph...
  • №8
  • 11,72 МБ
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Cengage Learning PTR, 2002. — 480 p. — (Premier Press Game Development). — ISBN: 193184108X. "AI Techniques for Game Programming" takes the difficult topics of genetic algorithms and neural networks and explains them in plain English. Gone are the tortuous mathematic equations and abstract examples to be found in other books. Each chapter takes readers through the theory a step...
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No Starch Press, 2016. — 304 p. — ISBN: 978-1-59327-669-0. You don’t need to be a wizard to transform a game you like into a game you love. Imagine if you could give your favorite PC game a more informative heads-up display or instantly collect all that loot from your latest epic battle. Bring your knowledge of Windows-based development and memory management, and Game Hacking...
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New Riders Games, 2003. — 768 p. — ISBN10: 1592730043 ISBN13: 978-1592730049 Neural networks, decision trees, genetic classifiers: If these are AI concepts you'd like to employ in your own games-and you know your way around C++-this is the book for you! In these pages, leading game AI developer Alex J. Champandard shows you how to create a slew of autonomous synthetic...
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Издательство IGI Publishing, 2008, -279 pp. Why would anyone want to make a computer game intelligent? What motivation is there for putting intelligence into perfectly good games? After all, humans have played games since prehistory and we have never had the ability to create intelligence in our games until now. This, of course, overlooks the fact that we typically played games...
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Packt Publishing, 2017. — 348 p. — ISBN13: 9781787122819. The book starts with the basics examples of AI for different game genres and directly jumps into defining the probabilities and possibilities of the AI character to determine character movement. Next, you'll learn how AI characters should behave within the environment created. Moving on, you'll explore how to work with...
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  • 23,09 МБ
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Packt Publishing, 2017. — 348 p. — ISBN13: 9781787122819. The book starts with the basics examples of AI for different game genres and directly jumps into defining the probabilities and possibilities of the AI character to determine character movement. Next, you'll learn how AI characters should behave within the environment created. Moving on, you'll explore how to work with...
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  • 12,07 МБ
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Packt Publishing, 2017. — 348 p. — ISBN13: 9781787122819. The book starts with the basics examples of AI for different game genres and directly jumps into defining the probabilities and possibilities of the AI character to determine character movement. Next, you'll learn how AI characters should behave within the environment created. Moving on, you'll explore how to work with...
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  • 11,96 МБ
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Packt Publishing, 2017. — 348 p. — ISBN13: 9781787122819. The book starts with the basics examples of AI for different game genres and directly jumps into defining the probabilities and possibilities of the AI character to determine character movement. Next, you'll learn how AI characters should behave within the environment created. Moving on, you'll explore how to work with...
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Air Force Institute Of Technology Wright-Patterson, AFB, OH, Graduate School Of Engineering And Management, 2015. — 218 p. The real time strategy (RTS) tactical decision making problem is a difficult problem. It is generally more complex due to its high degree of time sensitivity. This research effort presents a novel approach to this problem within an educational, teaching...
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Boston: Course Technology, 2011. - 385 p. - ISBN: 978-1598639988 Язык: English. Book description Today's game players expect increasingly realistic interaction within games. "Introduction to Game AI" teaches readers who are new to game AI the skills they need through hands-on projects based on small, understandable games. While there are many books that take a more advanced...
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Packt Publishing, 2020. — 419 p. — ISBN: 978-1-83921-493-6. Explore reinforcement learning (RL) techniques to build cutting-edge games using Python libraries such as PyTorch, OpenAI Gym, and TensorFlow With the increased presence of AI in the gaming industry, developers are challenged to create highly responsive and adaptive games by integrating artificial intelligence into...
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Packt Publishing, 2020. — 482 p. — ISBN: 978-1-83921-493-6. Explore reinforcement learning (RL) techniques to build cutting-edge games using Python libraries such as PyTorch, OpenAI Gym, and TensorFlow With the increased presence of AI in the gaming industry, developers are challenged to create highly responsive and adaptive games by integrating artificial intelligence into...
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  • 31,69 МБ
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Packt Publishing, 2020. — 482 p. — ISBN: 978-1-83921-493-6. Explore reinforcement learning (RL) techniques to build cutting-edge games using Python libraries such as PyTorch, OpenAI Gym, and TensorFlow With the increased presence of AI in the gaming industry, developers are challenged to create highly responsive and adaptive games by integrating artificial intelligence into...
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  • 17,03 МБ
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Packt Publishing, 2020. — 482 p. — ISBN: 978-1-83921-493-6. Explore reinforcement learning (RL) techniques to build cutting-edge games using Python libraries such as PyTorch, OpenAI Gym, and TensorFlow With the increased presence of AI in the gaming industry, developers are challenged to create highly responsive and adaptive games by integrating artificial intelligence into...
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  • 17,00 МБ
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Packt Publishing, 2020. — 419 p. — ISBN: 978-1-83921-493-6. Code files only! Explore reinforcement learning (RL) techniques to build cutting-edge games using Python libraries such as PyTorch, OpenAI Gym, and TensorFlow With the increased presence of AI in the gaming industry, developers are challenged to create highly responsive and adaptive games by integrating artificial...
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Cengage Learning, 2009. - 480 pages. Human behavior is never an exact science, making the design and programming of artificial intelligence that seeks to replicate human behavior difficult. Usually, the answers cannot be found in sterile algorithms that are often the focus of artificial intelligence programming. However, by analyzing why people behave the way we do, we can...
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3rd Еd. — CRC Press, 2019. — 1030 p. — ISBN: 1138483974. AI is an integral part of every video game. This book helps propfessionals keep up with the constantly evolving technological advances in the fast growing game industry and equips students with up-to-date infortmation they need to jumpstart their careers. This revised and updated Third Edition includes new techniques,...
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3rd Edition. — CRC Press, 2019. — 1030 p. — ISBN: 978-1138483972. AI is an integral part of every video game. This book helps propfessionals keep up with the constantly evolving technological advances in the fast growing game industry and equips students with up-to-date infortmation they need to jumpstart their careers. This revised and updated Third Edition includes new...
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3rd Edition. — CRC Press, 2019. — 1030 p. — ISBN: 978-1138483972. AI is an integral part of every video game. This book helps propfessionals keep up with the constantly evolving technological advances in the fast growing game industry and equips students with up-to-date infortmation they need to jumpstart their careers. This revised and updated Third Edition includes new...
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  • 23,86 МБ
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3rd Edition. — CRC Press, 2019. — 1030 p. — ISBN: 978-1138483972. AI is an integral part of every video game. This book helps propfessionals keep up with the constantly evolving technological advances in the fast growing game industry and equips students with up-to-date infortmation they need to jumpstart their careers. This revised and updated Third Edition includes new...
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  • 25,27 МБ
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3rd Edition. — CRC Press, 2019. — 1030 p. — ISBN: 978-1138483972. AI is an integral part of every video game. This book helps propfessionals keep up with the constantly evolving technological advances in the fast growing game industry and equips students with up-to-date infortmation they need to jumpstart their careers. This revised and updated Third Edition includes new...
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CRC Press, 2022. — 85 p. — ISBN 978-0-367-64343-0. What is artificial intelligence? How is artificial intelligence used in game development? Game development lives in its own technical world. It has its own idioms, skills, and challenges. That’s one of the reasons games are so much fun to work on. Each game has its own rules, its own aesthetic, and its own trade-offs, and the...
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Morgan Kaufmann Publishers, 2006. — 895 p. — ISBN13: 978-0-12-497782-2. Game development lives in its own technical world. It has its own idioms, skills, and G challenges. That’s one of the reasons it is so much fun to work on. There’s a reasonably good chance of being the first person to meet and beat a new programming challenge. Despite numerous efforts to bring it into line...
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Morgan Kaufmann Publishers, 2006. — 895 p. — ISBN-13: 978-0-12-497782-2. Two memories stand out in my career writing game AI. The first takes place in a dingy computer lab on the top floor of the computer science building at Birmingham University in the UK. Although I am half-way through the first year of my Artificial Intelligence degree, I've only been in the department for a...
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Springer, 2025. — 273 p. This handbook delves into the rapidly evolving field of Artificial Intelligence (AI) and optimization, focusing on the intersection of Machine Learning, combinatorial optimization, and real-world applications in transportation and network design. Covering an array of topics from classical optimization problems such as the Traveling Salesman Problem and...
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CRC Press, 2015. — 566 p. — ISBN10: 1482254794, ISBN13: 978-1-4822-5480-8. Game AI Pro 2: Collected Wisdom of Game AI Professionals presents cutting-edge game artificial intelligence (AI) techniques primarily from game developers of shipped commercial games and, to a minor extent, from academia. Topics covered include AI architectures, steering and path finding,...
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658 p. AI it one of the mow challenging cub a programmer ean undertake, and dut unique collection of articles provides programmers with a much-needed resource for conquering the challenge. AI Gam Pwgrmmng IVtsdom takes an inclusive view ofAl that assumes game AI involves anything an Ai programmer might have to program intelligent characters. So, everything fiurn basic AI...
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A. K. Peters/CRC Press, 2013. — 626 p. The Game AI Pro: Collected Wisdom of Game AI Professionals book series covers practical techniques and wisdom that can be applied to commercial game development. Successful games merge art and technology in truly unique ways. Fused under tight production deadlines and strict performance requirements, shaped by demanding player...
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CRC Press, 2017. — 540 p. — ISBN13: 978-1498742580. Game AI Pro3: Collected Wisdom of Game AI Professionals presents state-of-the-art tips, tricks, and techniques drawn from developers of shipped commercial games as well as some of the best-known academics in the field. This book acts as a toolbox of proven techniques coupled with the newest advances in game AI. These...
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CRC Press, 2017. — 540 p. — ISBN13: 978-1498742580. Game AI Pro3: Collected Wisdom of Game AI Professionals presents state-of-the-art tips, tricks, and techniques drawn from developers of shipped commercial games as well as some of the best-known academics in the field. This book acts as a toolbox of proven techniques coupled with the newest advances in game AI. These...
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CRC Press, 2017. — 540 p. — ISBN13: 978-1498742580. Game AI Pro3: Collected Wisdom of Game AI Professionals presents state-of-the-art tips, tricks, and techniques drawn from developers of shipped commercial games as well as some of the best-known academics in the field. This book acts as a toolbox of proven techniques coupled with the newest advances in game AI. These...
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CRC Press, 2017. — 540 p. — ISBN13: 978-1498742580. Game AI Pro3: Collected Wisdom of Game AI Professionals presents state-of-the-art tips, tricks, and techniques drawn from developers of shipped commercial games as well as some of the best-known academics in the field. This book acts as a toolbox of proven techniques coupled with the newest advances in game AI. These...
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Boca Raton: CRC Press, 2022. — 309 p. — ISBN 9781003305835. 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 and decision-making. Written to be easily accessible , each topic is accompanied by an example game that allows the reader to add their own code to see the...
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CRC Press, 2024. — 217 p. — ISBN 978-1-032-34323-5. Game AI Uncovered: Volume One kicks off a brand-new series of books that focus on the development of artificial intelligence in video games. This volume brings together the collected wisdom, ideas, tricks, and cutting-edge techniques from 20 of the top game AI professionals and researchers from around the world. The techniques...
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CRC Press, 2025. — 246 p. — ISBN 9781032532561. Game AI Uncovered: Volume Three continues the series with another collection of chapters from 18 of the top game AI professionals and researchers, from around the world. Each chapter includes wisdom, ideas, tips, and tricks that were used in the development of video games. The techniques discussed in these pages cover the...
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CRC Press, 2025. — 246 p. — ISBN 9781032532561. Game AI Uncovered: Volume Three continues the series with another collection of chapters from 18 of the top game AI professionals and researchers, from around the world. Each chapter includes wisdom, ideas, tips, and tricks that were used in the development of video games. The techniques discussed in these pages cover the...
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CRC Press, 2024. — 227 p. — ISBN: 978‑1‑032‑34317‑4. Game AI Uncovered: Volume Two continues the series with the collected wisdom, ideas, tricks and cutting‑edge techniques from 22 of the top game AI professionals and researchers from around the world. The techniques discussed in these pages cover the underlying development of a wide array of published titles, including The...
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Birmingham: Packt Publishing, 2019. — 536 p. — ISBN: 1788835654. Key Features Understand the built-in AI systems in Unreal Engine for building intelligent games. Leverage the power of Unreal Engine 4 programming to create game AI that focuses on motion, animation, and tactics. Learn to profile, visualize, and debug your Game AI for checking logic and optimizing performance....
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Birmingham: Packt Publishing, 2019. — 536 p. — ISBN: 1788835654. Learning how to apply artificial intelligence ( AI ) is crucial and can take the fun factor to the next level, whether you're developing a traditional, educational, or any other kind of game. If you want to use AI to extend the life of your games and make them challenging and more interesting, this book is for...
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Packt Publishing, 2019. — 665 p. — ISBN: 978-1-78883-565-7. Learn to build intelligent and responsive Non-Player Characters for your games with Unreal Engine Game AI. Learning how to apply artificial intelligence ( AI ) is crucial and can take the fun factor to the next level, whether you’re developing a traditional, educational, or any other kind of game. If you want to use AI...
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  • 146,39 МБ
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Packt Publishing, 2019. — 665 p. — ISBN: 978-1-78883-565-7. Learn to build intelligent and responsive Non-Player Characters for your games with Unreal Engine Game AI. Learning how to apply artificial intelligence ( AI ) is crucial and can take the fun factor to the next level, whether you’re developing a traditional, educational, or any other kind of game. If you want to use AI...
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  • 91,43 МБ
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Packt Publishing, 2019. — 665 p. — ISBN: 978-1-78883-565-7. Learn to build intelligent and responsive Non-Player Characters for your games with Unreal Engine Game AI. Learning how to apply artificial intelligence ( AI ) is crucial and can take the fun factor to the next level, whether you’re developing a traditional, educational, or any other kind of game. If you want to use AI...
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  • 91,37 МБ
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Cengage Learning, 2008 — 736 p. A fully revised update to the first edition, "AI Game Engine Programming, Second Edition" provides game developers with the tools and information they need to create modern game AI engines. Covering the four principle elements of game artificial intelligence, the book takes you from theory to actual game development, going beyond merely discussing...
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2004, 622 p. In Chapter 1, the phrase "game AI" will be defined, and ihe more ambiguous uses of ihe expression will be reassigned to more appropriate language. Some applicable theory will also be discussed, both from the psychological world and from the academic artificial intelligence (AI) world. In Chapter 2, the foundation systems that make up a general game -'V! engine will...
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Apress, 2018. — 328 p. — ISBN: 1484237358. Develop and use bots in video gaming to automate game processes and see possible ways to avoid this kind of automation. This book explains how bots can be very helpful in games such as multiplayer online games, both for training your character and for automating repetitious game processes in order to start a competition with human...
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Apress, 2018. — 328 p. — ISBN: 1484237358. Develop and use bots in video gaming to automate game processes and see possible ways to avoid this kind of automation. This book explains how bots can be very helpful in games such as multiplayer online games, both for training your character and for automating repetitious game processes in order to start a competition with human...
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Naval Institute Press, 2021. — 464 p. — ISBN 9781682476062. Artificial intelligence (AI) may be the most beneficial technological development of the twenty-first century.Media hype and raised expectations for results, however, have clouded understanding of the true nature of AI—including its limitations and potential. AI at War provides a balanced and practical understanding of...
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When playing a real-time strategy game (RTS game) one usually has the possibility to play the single-player option, where you play against the computer or alternatively, one can play the multiplayer option, where you plays against other players, for example over the internet. In the multiplayer option of RTS games new strategies are continuously being developed and change the...
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New York: Springer, 2018. — 345 p. This is the first textbook dedicated to explaining how artificial intelligence (AI) techniques can be used in and for games. After introductory chapters that explain the background and key techniques in AI and games, the authors explain how to use AI to play games, to generate content for games and to model players. The book will be suitable...
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Springer International Publishing AG, part of Springer Nature, 2018. — 350 p. — ISBN: 978-3-319-63518-7. This is the first textbook dedicated to explaining how artificial intelligence (AI) techniques can be used in and for games. After introductory chapters that explain the background and key techniques in AI and games, the authors explain how to use AI to play games, to...
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Пер. с англ. - М.: ООО "И.Д. Вильямс", 2007. - 768 с. В настоящей книге показано, как ввести в компьютерную игру синтетические игровые персонажи с реалистичными формами поведения, сосредоточиваясь на отдельных аниматах (автономных созданиях с искусственным телом), находящихся в виртуальном мире. Книга посвящена описанию того, как создавать подобные автономные персонажи,...
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  • 45,11 МБ
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В настоящей книге показано, как ввести в компьютерную игру синтетические игровые персонажи с реалистичными формами поведения, сосредоточиваясь на отдельных аниматах (автономных созданиях с искусственным телом), находящихся в виртуальном мире. Книга посвящена описанию того, как создавать подобные автономные персонажи, основанные на использовании средств ИИ, и заставлять их...
  • №60
  • 15,91 МБ
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Leanpub book, 2024. Эта книга задумывалась как простой и доступный учебник по теории ИИ. Затем её фокус сместился на успехи интеллектуальных агентов в стратегических играх. В результате книга объединила в себе три темы: теория игр, теория ИИ и компьютерные шахматы. Книга заинтересует вас, если вы хотите. Понять основы ИИ, машинного обучения и нейронных сетей. Узнать устройство...
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