000 | 01457nam a2200241 4500 | ||
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005 | 20250713142517.0 | ||
008 | 250713b |||||||| |||| 00| 0 eng d | ||
020 | _a9783319635187 | ||
082 |
_a006.3 YAN _bYAN |
||
100 | _aYannakakis, Georgios N. | ||
245 | _aArtificial intelligence and games | ||
260 |
_aSwitzerland: _bSpringer Nature, _c2018. |
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300 | _axxii, 337p. | ||
500 | _aIncludes bibliographical references and index. | ||
520 | _aThis 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 for undergraduate and graduate courses in games, artificial intelligence, design, human-computer interaction, and computational intelligence, and also for self-study by industrial game developers and practitioners. The authors have developed a website (http://www.gameaibook.org) that complements the material covered in the book with up-to-date exercises, lecture slides and reading | ||
650 | _aApplication software | ||
650 | _aArtificial intelligence | ||
650 | _aComputational intelligence | ||
650 | _aVideo games-Programming | ||
650 | _aUser interfaces (Computer systems) | ||
700 |
_aTogelius, Julian _eAuthor |
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942 |
_2ddc _n0 _cC |
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999 |
_c30524 _d30524 |