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Book Cover
Book
Author Lecky-Thompson, Guy W.

Title AI and artificial life in video games / Guy W. Lecky-Thompson
Published Boston, MA : Charles River Media/Cengage Technology, [2008]
©2008

Copies

Location Call no. Vol. Availability
 W'PONDS  794.8 Lec/Aia  AVAILABLE
 MELB  794.8 Lec/Aia  AVAILABLE
Description xv, 332 pages : illustrations ; 25 cm
Contents Machine derived contents note: INTRODUCTION 1 -- Defining Artificial Intelligence 2 -- Artificial Intelligence as a Reasoning System 3 -- Appearance versus Actual Intelligence 5 -- Knowledge Management 8 -- Information Feedback 12 -- Al Put Simply 13 -- Defining Artificial Life 14 -- Modeling Through Observation 16 -- Calculated A-Life 17 -- Synthesized A-Life 19 -- Granularity 20 -- Top-Down versus Bottom-Up Intelligence 21 -- Summary 22 -- USING ARTIFICIAL INTELLIGENCE IN VIDEO GAMES 25 -- Al in Video Games 27 -- Movement Al 29 -- Planning Al 29 -- Interaction Al 30 -- Environmental Al 31 -- Common Al Paradigms 32 -- Applying the Theories 38 -- Motor-Racing Al 38 -- Action Combat Al 41 -- Fighting Al 45 -- Puzzle Al 47 -- Adventure and Exploration Al 49 -- Strategy Al 53 -- Simulation Al 58 -- Summary 59 -- Balancing the Al 60 -- Al and A-Life in Video Games 60 -- References 61 -- USES FOR ARTIFICIAL LIFE IN VIDEO GAMES 63 -- Modeling Natural Behavior 65 -- Adaptability 67 -- Al Techniques in A-Life 72 -- A-Life for Simulation 74 -- Using A-Life in Video Game Development 75 -- A-Life in the Design Phase 77 -- A-Life in the Development Phase 78 -- Scripting Language 79 -- Modifying Scripts Using A-Life 80 -- Building Scripts Using A-Life Techniques 82 -- A-Life Outside of Scripting 84 -- A-Life in Video Game Testing 85 -- A-Life in the Testing Phase 85 -- Test Coverage 86 -- Implementing the Interface 87 -- Post-Development A-Life 89 -- Summary 90 -- Examples 90 -- References 92 -- THE A-LIFE PROGRAMMING PARADIGM 93 -- A-Life: The Game within the Game 95 -- Scripting Interfaces 96 -- Categories 98 -- Behavioral Modification 99 -- Evolving Behavior 103 -- The Role of Genetic Algorithms 104 -- Propagating Behavior 107 -- Emergent Behavior 108 -- Planning the A-Life Implementation -- Design Time Considerations -- Development Considerations 172 -- Emerging Technology 113 -- Testing with A-life 113 -- Summary 114 -- 114 -- BUILDING BLOCKS 117 -- Al and A-Life Building Blocks -- Learning Defined 119 -- Finite State Machines 122 -- Building a Neural Network 125 -- Expert Systems 128 -- Building Blocks Review 137 -- Deploying the Building Blocks 138 -- In-Game Representation 139 -- Templated Behavior 140 -- Behavior Management and Modeling 141 -- Ground-Up Deployment 142 -- Summary 143 -- 146 -- THE POWER OF EMERGENT BEHAVIOR 147 -- Defining Emergent Behavior -- Types of Emergent Behavior 150 -- Emergent Behavior Design 152 -- The "Sum of Parts" Emergence Design 155 -- Stimuli 157 -- Movement 158 -- Biochemistry 160 -- Thinking 161 -- Reproduction 162 -- The Individual Dynamic Emergence Design 163 -- The FSM Network 164 -- The Individual as a System 165 -- The Group Dynamic Emergence Design 167 -- The Reproductive Mechanism in Emergence 167 -- Reproductive Models 170 -- Summary 171 -- Controlling Emergence 174 -- References 174 -- 176 -- TESTING WITH ARTIFICIAL LIFE 177 -- Testing A-Life 180 -- Testing with A-Life 184 -- Caveats 186 -- Bottom-Up Testing 187 -- Rule Testing 189 -- Engine Testing 191 -- Pseudorandom Testing 192 -- Testing Al with A-Life 194 -- Knowing the Boundaries 195 -- Mapping the Behavior 196 -- Identifying What to Test 199 -- Testing A-Life with A-Life 200 -- Learning by Example 201 -- Adaptive A-Life 203 -- Summary 204 -- References 206 -- SEVERAL A-LIFE EXAMPLES 207 -- Movement and Interaction 210 -- Flocking 212 -- Follow the Leader 222 -- Squad Play 225 -- A-Life Control Systems 227 -- First Principles 228 -- Implementing A-Life Control Systems 229 -- A-Life in Puzzles, Board Games, Simulations 240 -- Battleships 242 -- Video Game Personalities 251 -- Animation and Appearance 252 -- Examples of A-Life in the Gaming Environment 254 -- Summary 260 -- References 261 -- MULTIPLAYER Al AND A-LIFE 263 -- Managing Emergence 265 -- Emergence versus A-Life 266 -- Enhancing the Experience 267 -- The Purpose of Al and A-Life in Multiplayer Games 268 -- Behavioral Cloning 269 -- Preventing Cheating 271 -- Implementing A-Life in Multiplayer Environments 272 -- Population Control -- Strict Rule-Based Behavior 273 -- Flexible Rule-Based Behavior 276 -- Scripted Behavior 276 -- Summary 277 -- References 279 -- 279 -- THE APPLICATION OF A-LIFE OUTSIDE THE LAB 281 -- Simple Genetic Algorithms -- Starting Out 282 -- Animation and Appearance 292 -- Applying Genetic Algorithms 292 -- Breeding Behavioral Patterns 295 -- State-Based Genetic Crossover 297 -- Datasets versus Functionality 298 -- Datasets 307 -- Functionality 308 -- Summary 309 -- References 310 -- 311
Notes Description based on print version record
Bibliography Includes bibliographical references and index
Subject Artificial intelligence.
Computer games.
Video games -- Design.
LC no. 2007939377
ISBN 1584505583
9781584505587
Other Titles Artificial intelligence and artificial life in video games