{"product_id":"9781493900534","title":"Artificial Intelligence for Computer Games","description":"\u003ch1\u003eArtificial Intelligence for Computer Games\u003c\/h1\u003e \u003ch2\u003eGonzález-Calero, Pedro Antonio; Gómez-Martín, Marco Antonio\u003c\/h2\u003e \u003cp\u003e\u003c\/p\u003e\u003cp\u003eThe book presents some of the most relevant results from academia in the area of Artificial Intelligence for games. It emphasizes well theoretically supported work supported by developed prototypes, which should lead into integration of\u003c\/p\u003e\u003cp\u003eacademic AI techniques into current electronic entertainment games.\u003c\/p\u003e\u003cp\u003eThe book elaborates on the main results produced in Academia within the last 10 years regarding all aspects of Artificial Intelligence for games, including pathfinding, decision making, and learning. A general theme of the book is the\u003c\/p\u003e\u003cp\u003ecoverage of techniques for facilitating the construction of flexible not prescripted AI for agents in games. \u003c\/p\u003e\u003cp\u003eRegarding pathfinding, the book includes new techniques for implementing real-time search methods that improve the results obtained through AI, as well as techniques for learning pathfinding behavior by observing actual players.\u003c\/p\u003e\u003cp\u003eRegarding decision making, the book describes new techniques for authoring tools that facilitate the construction by game designers (typically nonprogrammers) of behavior controlling software, by reusing patterns or actual\u003c\/p\u003e\u003cp\u003ecases of past behavior. Additionally, the book will cover a number of approaches proposed for extending the essentially pre-scripted nature of current commercial videogames AI into a more interactive form of narrative, where the story emerges from the interaction with the player. Some of those approaches\u003c\/p\u003e\u003cp\u003erely on a layered architecture for the character AI, including beliefs, intentions and emotions, taking ideas from research on agent systems. \u003c\/p\u003e\u003cp\u003eThe book also includes chapters on techniques for automatically or semiautomatically learning complex behavior from recorded traces of human or automatic players using different combinations of reinforcement learning, case-based reasoning, neural networks and genetic algorithms.\u003c\/p\u003e \u003ch3\u003eDetails\u003c\/h3\u003e \u003cp\u003ePublished by: Springer\u003c\/p\u003e \u003cp\u003ePublication Date: 2014-10-01\u003c\/p\u003e \u003cp\u003eFormat: Paperback\u003c\/p\u003e \u003cp\u003eISBN-13: 9781493900534\u003c\/p\u003e \u003cp\u003eDOI: 10.1007\/978-1-4419-8188-2\u003c\/p\u003e \u003cp\u003eDimensions: 235cm x155cm\u003c\/p\u003e \u003cp\u003ePages: 200\u003c\/p\u003e ","brand":"Springer New York","offers":[{"title":"Default Title","offer_id":49940302397580,"sku":"9781493900534","price":152.99,"currency_code":"USD","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0710\/9545\/1788\/files\/9781493900534.jpg?v=1779057523","url":"https:\/\/fh90cf-fv.myshopify.com\/products\/9781493900534","provider":"Late Knight Books and Services, LLC","version":"1.0","type":"link"}