Artificial Intelligence for Computer Games (Record no. 1574)

000 -LEADER
fixed length control field 03708nam a22004935i 4500
001 - CONTROL NUMBER
control field 978-1-4419-8188-2
003 - CONTROL NUMBER IDENTIFIER
control field DE-He213
005 - DATE AND TIME OF LATEST TRANSACTION
control field 20141014113445.0
007 - PHYSICAL DESCRIPTION FIXED FIELD--GENERAL INFORMATION
fixed length control field cr nn 008mamaa
008 - FIXED-LENGTH DATA ELEMENTS--GENERAL INFORMATION
fixed length control field 110228s2011 xxu| s |||| 0|eng d
020 ## - INTERNATIONAL STANDARD BOOK NUMBER
International Standard Book Number 9781441981882
-- 978-1-4419-8188-2
024 7# - OTHER STANDARD IDENTIFIER
Standard number or code 10.1007/978-1-4419-8188-2
Source of number or code doi
041 ## - LANGUAGE CODE
Language code of text/sound track or separate title eng
050 #4 - LIBRARY OF CONGRESS CALL NUMBER
Classification number Q342
072 #7 - SUBJECT CATEGORY CODE
Subject category code UYQ
Source bicssc
072 #7 - SUBJECT CATEGORY CODE
Subject category code COM004000
Source bisacsh
082 04 - DEWEY DECIMAL CLASSIFICATION NUMBER
Classification number 006.3
Edition number 23
100 1# - MAIN ENTRY--PERSONAL NAME
Personal name González-Calero, Pedro Antonio.
Relator term editor.
245 10 - TITLE STATEMENT
Title Artificial Intelligence for Computer Games
Medium [electronic resource] /
Statement of responsibility, etc edited by Pedro Antonio González-Calero, Marco Antonio Gómez-Martín.
260 #1 - PUBLICATION, DISTRIBUTION, ETC. (IMPRINT)
Place of publication, distribution, etc New York, NY :
Name of publisher, distributor, etc Springer New York,
Date of publication, distribution, etc 2011.
264 #1 -
-- New York, NY :
-- Springer New York,
-- 2011.
300 ## - PHYSICAL DESCRIPTION
Extent XII, 200p. 40 illus.
Other physical details online resource.
336 ## -
-- text
-- txt
-- rdacontent
337 ## -
-- computer
-- c
-- rdamedia
338 ## -
-- online resource
-- cr
-- rdacarrier
347 ## -
-- text file
-- PDF
-- rda
505 0# - FORMATTED CONTENTS NOTE
Formatted contents note Visual 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 ## - SUMMARY, ETC.
Summary, etc Techniques 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.
650 #0 - SUBJECT ADDED ENTRY--TOPICAL TERM
Topical term or geographic name as entry element Engineering.
650 #0 - SUBJECT ADDED ENTRY--TOPICAL TERM
Topical term or geographic name as entry element Artificial intelligence.
650 #0 - SUBJECT ADDED ENTRY--TOPICAL TERM
Topical term or geographic name as entry element Engineering mathematics.
650 14 - SUBJECT ADDED ENTRY--TOPICAL TERM
Topical term or geographic name as entry element Engineering.
650 24 - SUBJECT ADDED ENTRY--TOPICAL TERM
Topical term or geographic name as entry element Computational Intelligence.
650 24 - SUBJECT ADDED ENTRY--TOPICAL TERM
Topical term or geographic name as entry element Artificial Intelligence (incl. Robotics).
650 24 - SUBJECT ADDED ENTRY--TOPICAL TERM
Topical term or geographic name as entry element Appl.Mathematics/Computational Methods of Engineering.
700 1# - ADDED ENTRY--PERSONAL NAME
Personal name Gómez-Martín, Marco Antonio.
Relator term editor.
710 2# - ADDED ENTRY--CORPORATE NAME
Corporate name or jurisdiction name as entry element SpringerLink (Online service)
773 0# - HOST ITEM ENTRY
Title Springer eBooks
776 08 - ADDITIONAL PHYSICAL FORM ENTRY
Display text Printed edition:
International Standard Book Number 9781441981875
856 40 - ELECTRONIC LOCATION AND ACCESS
Uniform Resource Identifier http://dx.doi.org/10.1007/978-1-4419-8188-2
912 ## -
-- ZDB-2-ENG
942 ## - ADDED ENTRY ELEMENTS (KOHA)
Koha item type E-Books

No items available.


Implemented and Maintained by Biju Patnaik Central Library.
For any Suggestions/Query Contact to library or Email: library@nitrkl.ac.in OR bpcl-cir@nitrkl.ac.in. Ph:91+6612462103
Website/OPAC best viewed in Mozilla Browser in 1366X768 Resolution.

Powered by Koha