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020 ▼a 9781003305835 ▼q electronic book
020 ▼a 1003305830 ▼q electronic book
020 ▼a 100062305X ▼q electronic book
020 ▼a 9781000622782 ▼q electronic book
020 ▼a 1000622789 ▼q electronic book
020 ▼a 9781000623055 ▼q (electronic bk.)
020 ▼z 9781032305950
020 ▼z 1032305959
020 ▼z 9781032033228
020 ▼z 1032033223
0247 ▼a 10.1201/9781003305835 ▼2 doi
035 ▼a 3300220 ▼b (N$T)
035 ▼a (OCoLC)1330245815
037 ▼a 9781003305835 ▼b Taylor & Francis
040 ▼a TYFRS ▼b eng ▼e rda ▼e pn ▼c TYFRS ▼d YDX ▼d N$T ▼d OCLCQ ▼d OCLCA ▼d OCL ▼d OCLCA ▼d SFB ▼d OCLCQ ▼d OCLCO ▼d 248032
049 ▼a MAIN
050 4 ▼a QA76.76.C672 ▼b R6327 2023
072 7 ▼a COM ▼x 004000 ▼2 bisacsh
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072 7 ▼a GAM ▼x 005000 ▼2 bisacsh
072 7 ▼a UG ▼2 bicssc
08204 ▼a 794.8/1526 ▼2 22
1001 ▼a Roberts, Paul, ▼c (Game programmer), ▼e author.
24510 ▼a Artificial intelligence in games / ▼c Paul Roberts ; illustrated by Nicholas Dent.
264 1 ▼a Boca Raton, FL : ▼b CRC Press, ▼c 2023.
300 ▼a 1 online resource.
336 ▼a text ▼b txt ▼2 rdacontent
337 ▼a computer ▼b c ▼2 rdamedia
338 ▼a online resource ▼b cr ▼2 rdacarrier
504 ▼a Includes bibliographical references and index.
5050 ▼a Math -- 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"-- ▼c Provided by publisher.
5450 ▼a Paul Roberts is a Lead AI Games Programmer who has worked for companies such as Activision, Team17, Traveller's Tales and Sumo Digital. Credits include Call of Duty: Strike Team, Pitfall!, Worms Revolution and The Lego Movie: The Video Game.
590 ▼a WorldCat record variable field(s) change: 650
650 0 ▼a Video games ▼x Programming.
650 0 ▼a Video games ▼x Design.
650 0 ▼a Artificial intelligence.
650 2 ▼a Artificial Intelligence
650 6 ▼a Jeux vide?o ▼x Programmation.
650 6 ▼a Jeux d'ordinateur ▼x Conception. ▼0 (CaQQLa)000266775
650 6 ▼a Jeux vide?o ▼x Conception.
650 6 ▼a Intelligence artificielle.
650 7 ▼a artificial intelligence. ▼2 aat
650 7 ▼a COMPUTERS / Artificial Intelligence ▼2 bisacsh
650 7 ▼a GAMES / General ▼2 bisacsh
650 7 ▼a GAMES / Logic & Brain Teasers ▼2 bisacsh
650 7 ▼a Artificial intelligence ▼2 fast
650 7 ▼a Computer games ▼x Design ▼2 fast
650 7 ▼a Video games ▼x Programming ▼2 fast
650 7 ▼a Video games ▼x Design ▼2 fast
7001 ▼a Dent, Nicholas, ▼c (Illustrator), ▼e illustrator.
77608 ▼i Print version: ▼a Roberts, Paul (Game programmer). ▼t Artificial intelligence in games. ▼b First edition. ▼d Boca Raton : CRC Press, 2023 ▼z 9781032305950 ▼w (DLC) 2022005391 ▼w (OCoLC)1310645710
85640 ▼3 EBSCOhost ▼u https://search.ebscohost.com/login.aspx?direct=true&scope=site&db=nlebk&db=nlabk&AN=3300220
938 ▼a EBSCOhost ▼b EBSC ▼n 3300220
990 ▼a 관리자
994 ▼a 92 ▼b N$T