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020 _a9781441981882
_99781441981882
024 7 _a10.1007/9781441981882
_2doi
035 _avtls000339170
039 9 _a201509030314
_bVLOAD
_c201404300356
_dVLOAD
_y201402060929
_zstaff
040 _aMX-SnUAN
_bspa
_cMX-SnUAN
_erda
050 4 _aQ342
100 1 _9446128
_aGonzález Calero, Pedro A.
_eeditor.
245 1 0 _aArtificial Intelligence for Computer Games /
_cedited by Pedro Antonio González-Calero, Marco Antonio Gómez-Martín.
264 1 _aNew York, NY :
_bSpringer New York,
_c2011.
300 _axii, 200 páginas 40 ilustraciones
_brecurso en línea.
336 _atexto
_btxt
_2rdacontent
337 _acomputadora
_bc
_2rdamedia
338 _arecurso en línea
_bcr
_2rdacarrier
347 _aarchivo de texto
_bPDF
_2rda
500 _aSpringer eBooks
505 0 _aVisual Data Mining of Player Traces in Interactive Environments -- Heuristic search methods for pathfinding -- Pattern-based AI Scripting -- Case-Based Reasoning and User-Generated Gameplay -- Knowledge acquisition for adaptive game AI -- Game AI as Storytelling -- Affective Interactive Narrative -- Virtual Humans -- Interactive Drama -- Dynamic Behaviour Trees.
520 _aTechniques used for Artificial Intelligence (AI) in commercial video games are still far from state-of-the art in Academia, but with graphics in video games coming close to photo realistic quality, and multi-processor architectures getting common in console and PC game platforms, sophisticated AI is getting into the focus of the video game industry as the next big thing for enhancing the player experience. "Artificial Intelligence for Games" collects some of the most relevant results from Academia in the area of Artificial Intelligence for games. The selection of contributions has been biased towards rigorous and theoretically grounded work that is also supported with developed prototypes, which should pave the way for the integration of academic AI techniques into state-of-the-art electronic entertainment games. The chapters in the book cover different areas relevant to AI in commercial games: Real-time heuristic search algorithms that alleviate the scalability problem of A* techniques Authoring tools that facilitate the construction by game designers (typically non-programmers) of behavior controlling software Algorithms for automatically or semi-automatically learning complex behavior from recorded traces of human players Techniques that try to deliver the best possible experience by dynamically adapting the game to the player interaction "Artificial Intelligence for Games " is a must-read for researchers and practicing engineers in the game industry. Key results from applied research on AI within the last 10 years have been collected here to provide a reference work for both Academia and Industry that will help to close the gap between both worlds.
590 _aPara consulta fuera de la UANL se requiere clave de acceso remoto.
700 1 _aGómez-Martín, Marco Antonio.
_eeditor.
_9316219
710 2 _aSpringerLink (Servicio en línea)
_9299170
776 0 8 _iEdición impresa:
_z9781441981875
856 4 0 _uhttp://remoto.dgb.uanl.mx/login?url=http://dx.doi.org/10.1007/978-1-4419-8188-2
_zConectar a Springer E-Books (Para consulta externa se requiere previa autentificación en Biblioteca Digital UANL)
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999 _c287166
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