| 000 | 02817 a2200421 4500 | ||
|---|---|---|---|
| 001 | 23522669 | ||
| 003 | 0000 | ||
| 005 | 20260410111114.0 | ||
| 008 | 240118s2024 flu b 001 0 eng | ||
| 010 | _a 2023059019 | ||
| 020 | _a9781032348506 | ||
| 020 | _a9781032343235 | ||
| 020 | _z9781003324102 | ||
| 035 | _a23522669 | ||
| 040 |
_aDLC _beng _erda _cDLC _dLC |
||
| 042 | _apcc | ||
| 050 | 0 | 0 |
_aTJ 211 _b.G36 2024 |
| 082 | 0 | 0 |
_a794.8/3 _223/eng/20240125 |
| 100 |
_4Editor _aRoberts, Paul |
||
| 245 | 0 | 0 |
_aGame AI uncovered. _nvolume one / _cedited by Paul Roberts. |
| 246 | 3 | _aGame artificial intelligence uncovered | |
| 250 | _aFirst edition. | ||
| 263 | _a2404 | ||
| 264 | 1 |
_aBoca Raton, FL : _bCRC Press, _c2024. |
|
| 300 |
_axvi, 200p. _bill.: |
||
| 336 |
_atext _btxt _2rdacontent |
||
| 337 |
_aunmediated _bn _2rdamedia |
||
| 338 |
_avolume _bnc _2rdacarrier |
||
| 504 | _aIncludes bibliographical references and index. | ||
| 520 |
_a"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 discussed in these pages cover the underlying development of a wide array of published titles, including Hood: Outlaws and Legends, The Escapists 2, Sackboy: A Big Adventure, Call of Duty: Strike Team, GTI+ Club, Split/Second, Sonic All Stars Racing Transformed, Luna Abyss, Medal of Honor Heroes I & II, Age of Empires IV, Watch Dogs, Battlefield 2042, Plants vs. Zombies: Battle for Neighborville, Dead Space, and more. Contained within this volume are overviews and insight covering a host of different areas within game IA, including situational awareness, pathfinding, tethering, squad behaviours, coordination, auto-generating navigation link data, fluid movement, combining behaviour and animation systems, pedal control for cars, tactical positioning, level of detail, infinite axis utility systems, hierarchical state machines, bots for testing, reactive behaviour trees and more. Beginners to the area of game AI, along with professional developers, will find a wealth of knowledge that will not only help in the development in your own games but will spark ideas for new approaches"-- _cProvided by publisher. |
||
| 650 | 0 |
_aVideo games _xDesign. |
|
| 650 | 0 | _aArtificial intelligence. | |
| 700 | 1 |
_aRoberts, Paul _c(Game programmer), _eeditor. |
|
| 776 | 0 | 8 |
_iOnline version: _tGame AI uncovered _bFirst edition. _dBoca Raton, FL : CRC Press, 2024 _z9781003324102 _w(DLC) 2023059020 |
| 906 |
_a7 _bcbc _corignew _d1 _eecip _f20 _gy-gencatlg |
||
| 942 |
_2lcc _cBK |
||
| 999 |
_c44296 _d44296 |
||