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AI for Games, Third Edition
A01=Ian Millington
adaptive agents
advanced game ai techniques
Ai Algorithm
AI and Games
AI Character
AI development
Algorithms
and Representations
Author_Ian Millington
Behavior Tree
Board Game
Category=UGG
Category=UYQ
Cellular Automata
computational intelligence
Cover Points
Data Structures
Decision Tree Learning
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Execution Time
Game AI
Game Developers
Game Engines
game industry
Game Level
Game Theory
Grand Theft Auto
heuristic search
Hierarchical State Machine
interactive simulation
Jump Point
knowledge representation
MCTS
Membership Functions
Pathfinding Algorithm
Procedural Content Generation
reinforcement learning
RTS Game
Scripting Language
Steering Behaviors
Tactical Analysis
technological advances
The Complexity Fallacy
The Pathfinding Graph
Transposition Table
Turn Based Strategy Games
Product details
- ISBN 9781138483972
- Weight: 1992g
- Dimensions: 191 x 235mm
- Publication Date: 26 Mar 2019
- Publisher: Taylor & Francis Ltd
- Publication City/Country: GB
- Product Form: Hardback
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AI is an integral part of every video game. This book helps professionals keep up with the constantly evolving technological advances in the fast growing game industry and equips students with up-to-date information they need to jumpstart their careers. This revised and updated Third Edition includes new techniques, algorithms, data structures and representations needed to create powerful AI in games.
Key Features
Ian Millington is a British developer and author of books and courses on software development, particularly in the fields of artificial intelligence, decision support and game physics engine development.
John Funge recently joined Netflix to start and lead the new Game Platforms group. Previously, John co-founded AiLive (formerly iKuni) and spent nearly ten years helping to create a successful company that is now well known for its pioneering machine learning technology for games. AiLive co-created the Wii MotionPlus hardware and has established its LiveMove products as the industry standard for automatic motion recognition. John is also an Assistant Adjunct Professor at the University of California, Santa Cruz (UCSC) where he teaches a Game AI course that he proposed, designed and developed.
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