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AI and Artificial Life in Video Games - Guy Lecky-Thompson

AI and Artificial Life in Video Games

Buch | Hardcover
352 Seiten
2008 | New edition
Charles River Media (Verlag)
9781584505587 (ISBN)
CHF 83,75 inkl. MwSt
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Learn how to create more challenging and dynamic games with AI and Artificial Life in Video Games. AI, or artificial intelligence, builds better games by directing behaviors inside the games that make them more difficult, while artificial life, or A-Life, adds unpredictability of play and a more lifelike environment to games. This book examines easy and inexpensive methods for implementing AI and A-Life in any video game to not only model behavior in the game but also create tools, generate code, and test the game during development. After introducing the basics of AI and A-Life to use as building blocks, the book delves into more advanced methods and examines possible future uses and techniques. You’ll learn how AI can be built up in a game by layering behavioral models on static data to produce behavior that is both intelligent and unpredictable. Examples of several A-Life enhancements in games are presented, and you’ll investigate the potential pitfalls of using AI and how to troubleshoot, apply A-Life to your own games, test A-Life itself and test virtually using A-Life, implement AI and A-Life in a multiplayer environment, and more. Written for the current and next-generation game developer, AI and Artificial Life in Video Games is a great reference for both game programmers and game designers.

Guy W. Lecky-Thompson is an experienced author in the field of video game design and software development, whose articles have been published in various places, including Gamasutra and the seminal Game Programming Gems. He is also the author of Infinite Game Universe: Mathematical Techniques;Infinite Game Universe, Volume 2: Level Design Terrain, and Sound; and Video Game Design Revealed.

Chapter 1Introduction;
Chapter 2Using Artificial Intelligence in Video Games;
Chapter 3Uses for Artificial Life in Video Games;
Chapter 4The AL Programming Paradigm;
Chapter 5Building Blocks;
Chapter 6The Power of Emergent Behavior;
Chapter 7Testing with Artificial Life;
Chapter 8Several A-Life Examples;
Chapter 9Multiplayer AI and A-Life;
Chapter 10 The Application of A-Life Outside the Lab;

Verlagsort Hingham
Sprache englisch
Maße 190 x 236 mm
Gewicht 863 g
Themenwelt Informatik Theorie / Studium Künstliche Intelligenz / Robotik
Informatik Weitere Themen Computerspiele
ISBN-13 9781584505587 / 9781584505587
Zustand Neuware
Informationen gemäß Produktsicherheitsverordnung (GPSR)
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