Artificial Intelligence in Games - Roberts, Paul; - Prospero Internet Bookshop

Artificial Intelligence in Games

 
Edition number: 1
Publisher: CRC Press
Date of Publication:
 
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Publisher's listprice:
GBP 120.00
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63 000 HUF (60 000 HUF + 5% VAT)
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Estimated delivery time: In stock at the publisher, but not at Prospero's office. Delivery time approx. 3-5 weeks.
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Short description:

This book covers all the necessary topics that a professional game AI programmer needs to know, from math and steering behaviours to terrain analysis, pathfinding, decision making. Written to be easily accessible, each topic is accompanied by an example game, where the reader can add their own code to see the effects their changes have.

Long description:

This book covers all the necessary topics that a professional game AI programmer needs to know, from math and steering behaviours to terrain analysis, pathfinding and decision-making. Written to be easily accessible, each topic is accompanied by an example game that allows the reader to add their own code to see the effects their changes have.


Each chapter is split into two parts. The first part covers the necessary theory in a friendly, conversational manner, using visual examples and fictional game scenarios to give additional context. The second part is a coding tutorial in C

Table of Contents:

Chapter 1 Introduction


Chapter 2 Math


Chapter 3 Steering Behaviours


Chapter 4 Terrain Analysis


Chapter 5 Pathfinding


Chapter 6 Decision-Making


Chapter 7 Fuzzy Logic


Chapter 8 Chess AI


Chapter 9 Genetic Algorithms


Chapter 10 Neural Networks