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|a 1-5927-3004-3
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|a AR-CdUBP
|b spa
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|a eng
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|a Champandard, Alex J.
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245 |
1 |
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|a AI game development :
|b synthetic creatures with learning and reactive behaviors /
|c Alex J. Champandard.
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260 |
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|a Boston :
|b New Riders,
|c c2004
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300 |
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|a xliii, 721 p. :
|b il., byn. ;
|c 24 cm.
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|a Bibliografía: p. 679-688.
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|a Part I. OVERVIEW. Chapter 1. Artificial intelligence in computer games. Chapter 2. The desing of intelligence. Chapter 3. Reactive approach. Chapter 4. FEAR: A platform for experimentation. Part II. MOVING AROUND. Chapter 5. Movement in game worlds. Chapter 6. Moving Abilities. Chapter 7. Analysis and understanding. Chapter 8. Formalizing motion. Chapter 9. Specifications and knowledge representation. Chapter 10. Steering behavior for obstacle avoidance. Chapter 11. Rule-Based systems. Chapter 12. Synthesizing movement with Rule-Based systems. Part III. LEARN TO SHOOT!. Chapter 13. Combat settings. Chapter 14. Player shooting skills. Chapter 15. Shooting, formally. Chapter 16. Physics for prediction. Chapter 17. Perceptrons. Chapter 18. Dealing with aiming errors. Chapter 19. Multilayer perceptrons. Chapter 20. Selecting the target. Chapter 21. Knowledge of the problem. Part IV. CHOOSE YOUR WEAPON. Chapter 22. Fighting conditions. Chapter 23. Weapon selection. Chapter 24. Formalizing weapon choice. Chapter 25. Scripting tactical decisions. Chapter 26. Classification and regression trees. Chapter 27. Learning to assess weapon. Chapter 28. Understanding the solution. Part V. USING ITEMS AND OBJECTS. Chapter 29. Analysis and specification. Chapter 30. Fuzzy logic. Chapter 31. Enchancing movement behavior with a fuzzy system. Chapter 32. Genetic algorithms. Chapter 33. Learning classifier systems. Chapter 34. Adaptive defensive strategies with genetic algorithms. Chapter 35. Designing learning Al. Part VI. EMOTIONS. Chapter 36. Emotive creatures. Chapter 37. Sensations, emotions, and feelings. Chapter 38. Finite-State machines. Chapter 39. Under the influence. Chapter 40. Nondeterministic state machines. Chapter 41. Hierarchical state machines. Chapter 42. An emotional system. Chapter 43. Emergent complexity. Part VII. ACTION SELECTION. Chapter 44. Strategic decision making. Chapter 45. Implementing tactical intelligence. Chapter 46. Reinforcement learning. Chapter 47. Learning reactive strategies. Chapter 48. Dealing with adaptive behaviors. Part VIII. SUMMARY. Chapter 50. The road ahead.
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650 |
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4 |
|a INTELIGENCIA ARTIFICIAL
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650 |
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4 |
|a PROGRAMACION DE VIDEOJUEGOS
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650 |
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4 |
|a VIDEOJUEGOS
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653 |
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|a INFORMATICA
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930 |
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|a INFORMATICA
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|a 09374
|b UBP
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|2 cdu
|c BK
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|a NNM
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|a 004.8
|b C357
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|c 24763
|d 24763
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