Artificial Intelligence for Computer Games

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A01=John David Funge
Admissible Heuristic
Ai Research
Approximate Simulator
Author_John David Funge
Book's Companion Web Site
Book’s Companion Web Site
BSP Tree
Category=UMK
Character's Controller
Character’s Controller
Conditional Probability Distribution
Data Sets
eq_bestseller
eq_computing
eq_isMigrated=1
eq_isMigrated=2
eq_nobargain
eq_non-fiction
Event Queue
Game AI
Game Developer
game development theory
Inline Void
intelligent agent design for games
interactive digital environments
learning algorithms gaming
Memory Percept
memory systems in games
Mental State Variables
Min Max Algorithm
NPC behaviour modelling
Path Planning Approach
PDDL.
perception in virtual agents
Player Character
Predictor Percepts
Reactive Controller
Search Tree
Tag Game
Tagged Character
Theorem Prover
Waypoint Graph

Product details

  • ISBN 9780367446567
  • Weight: 453g
  • Dimensions: 152 x 229mm
  • Publication Date: 02 Dec 2019
  • Publisher: Taylor & Francis Ltd
  • Publication City/Country: GB
  • Product Form: Paperback
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Learn to make games that are more fun and engaging! Building on fundamental principles of Artificial Intelligence, Funge explains how to create Non-Player Characters (NPCs) with progressively more sophisticated capabilities. Starting with the basic capability of acting in the game world, the book explains how to develop NPCs who can perceive, remember what they perceive, and then continue in the game play to think about the effects of possible actions, and finally learn from their experience. Funge considers the system architecture and explains how to implement potential behaviors (both reactive and deliberate) for intelligent and responsive NPCs allowing for games that are more fun and engaging. Emphasizing enduring design principles, Funge covers the basics of Game AI and provides a clear, easy to read introduction that beginning programmers and game designers will enjoy.
Funge, John David

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