Coverart for item
The Resource Artificial intelligence for games, Ian Millington and John Funge, (electronic book)

Artificial intelligence for games, Ian Millington and John Funge, (electronic book)

Label
Artificial intelligence for games
Title
Artificial intelligence for games
Statement of responsibility
Ian Millington and John Funge
Creator
Contributor
Subject
Language
eng
Cataloging source
DLC
http://library.link/vocab/creatorName
Millington, Ian
Illustrations
illustrations
Index
index present
Literary form
non fiction
Nature of contents
bibliography
http://library.link/vocab/relatedWorkOrContributorDate
1968-
http://library.link/vocab/relatedWorkOrContributorName
Funge, John David
http://library.link/vocab/subjectName
  • Computer games
  • Computer animation
  • Artificial intelligence
Label
Artificial intelligence for games, Ian Millington and John Funge, (electronic book)
Instantiates
Publication
Bibliography note
Includes bibliographical references (p. 841-845) and index
Carrier category
online resource
Carrier category code
  • cr
Carrier MARC source
rdacarrier
Color
multicolored
Content category
text
Content type code
  • txt
Content type MARC source
rdacontent
Contents
  • Table of Contents: -- Descriptions have been added to sections which will have significant changes in the 2nd edition. -- 1 INTRODUCTION -- Will now make the code available exclusively online. This section would describe how to access the code and what it contains, in broad brush strokes. I have a completely new codebase for the second edition, with many more demos. -- 2 GAME AI -- This chapter has been reorganised to include an additional section: AGENTS, PERCEPTS AND ACTIONS. This is a new section that looks at characters in a game in a more systemic way. It helps set up several of the later chapters that didn't have an organising principle. -- This section also includes updates on the current generation of hardware. In particular multi-core consoles. -- 3 MOVEMENT -- Adding new section (ACTIONS AND MOVEMENT). -- Also, including more information on the representation of motion in a game engine, particularly a game engine with a physics core. -- There is additional material on COMBINING STEERING BEHAVIORS. -- 4 PATHFINDING -- A short subsection on path finding in the presence of uncertainty will be added. This is an interesting new subfield. -- 5 DECISION MAKING -- Adding a new section (BEHAVIOR TREES): a single technique set. -- A new section will be added to discuss goal oriented action planning outside the context of the Sims-like game from the 1st ed. Additional techniques will be discussed to allow readers to implement GOAP in other game genres. -- In particular two techniques: Hierarchical Task Planning and Partial Order Planning, will be introduced and applied at their most basic level. -- 6 TACTICAL AND STRATEGIC AI -- Adding a new section (STRATEGY AND PERSONALITY) that discusses how to build strategic AI that follows distinct styles, without being too predictable and exploitable. -- 7 LEARNING -- The examples in the section on REINFORCEMENT LEARNING will be modified. Readers found it difficult to understand why and how this technique should be used. The textual demo will be expanded to a graphic demo which will be walked through in detail. -- 8 BOARD GAMES -- 9 EXECUTION MANAGEMENT -- The section on ANYTIME ALGORITHMS will be expanded to include information on how to go about any-timing existing algorithms. Topics such as making recursion explicit, storing data between updates, and anytime algorithms on multi-core processors will be addressed. -- 10 WORLD INTERFACING -- The section on GETTING KNOWLEDGE EFFICIENTLY will be expanded to bring in the idea of the percept introduced in chapter 2. In addition, there will be a new subsection on geometric queries to the game (where things are, what can be seen, etc). -- Adding a new section on INTELLIGENT CONTENT. Several games in the last few years have increased the AI sophistication by making the level more intelligent. Data and algorithms embedded into the level can mean that lots of characters can have correspondingly simpler AI and still appear very smart. This section describes how it can be done. -- 11 TOOLS AND CONTENT CREATION -- There are minor tweaks to make here to bring the book up to date with current state of the art in commercial AI toolkits. -- The current hot-topic in game development is automating content creation. AI data is relatively easy to automate in some contexts -- this section will be updated with this info. -- 12 SCRIPTING -- NEW chapter on Scripting (pulling misc scripting sections from other parts of the book and going into more detail). -- Also, discussing visual scripting (the idea that programs can be represented visually). Also, covering node-based scripting systems in this new section. -- Coverage of declarative scripting, which doesn't give programs or scripts to be carried out, but states what should happen in response to conditions in the world. It is really a variation of rule-based decision making, but as a scripting technology is particularly powerful for gameplay development as well as agent-based AI. A couple of recent game projects I've seen use this approach. -- 13 DESIGNING GAME AI -- The plan is to expand each of the sections in this chapter a fair bit -- with different options presented for each genre. -- Adding a new section (PUZZLE GAMES). Over the last couple of years the casual game market has grown to be a significant force. There isn't a whole lot of AI in them, but there is some, and this section acknowledges that. -- The case study in section will be expanded, plus a simple demo from of each game will be available with the code, so they truly form working examples of putting it all together. -- -------------------------
  • Introduction -- Game AI -- Movement -- Pathfinding -- Decision making -- Tactical and strategic AI -- Learning -- Board games -- Execution management -- World interfacing -- Tools and content creation -- Designing game AI -- AI-based game genres
Control code
SCIDI500570922
Dimensions
unknown
Edition
2nd ed.
Extent
1 online resource (xxiii, 870 p.)
Form of item
online
Isbn
9780080885032
Media category
computer
Media MARC source
rdamedia
Media type code
  • c
Other control number
9786612285233
Other physical details
ill.
Specific material designation
remote
Label
Artificial intelligence for games, Ian Millington and John Funge, (electronic book)
Publication
Bibliography note
Includes bibliographical references (p. 841-845) and index
Carrier category
online resource
Carrier category code
  • cr
Carrier MARC source
rdacarrier
Color
multicolored
Content category
text
Content type code
  • txt
Content type MARC source
rdacontent
Contents
  • Table of Contents: -- Descriptions have been added to sections which will have significant changes in the 2nd edition. -- 1 INTRODUCTION -- Will now make the code available exclusively online. This section would describe how to access the code and what it contains, in broad brush strokes. I have a completely new codebase for the second edition, with many more demos. -- 2 GAME AI -- This chapter has been reorganised to include an additional section: AGENTS, PERCEPTS AND ACTIONS. This is a new section that looks at characters in a game in a more systemic way. It helps set up several of the later chapters that didn't have an organising principle. -- This section also includes updates on the current generation of hardware. In particular multi-core consoles. -- 3 MOVEMENT -- Adding new section (ACTIONS AND MOVEMENT). -- Also, including more information on the representation of motion in a game engine, particularly a game engine with a physics core. -- There is additional material on COMBINING STEERING BEHAVIORS. -- 4 PATHFINDING -- A short subsection on path finding in the presence of uncertainty will be added. This is an interesting new subfield. -- 5 DECISION MAKING -- Adding a new section (BEHAVIOR TREES): a single technique set. -- A new section will be added to discuss goal oriented action planning outside the context of the Sims-like game from the 1st ed. Additional techniques will be discussed to allow readers to implement GOAP in other game genres. -- In particular two techniques: Hierarchical Task Planning and Partial Order Planning, will be introduced and applied at their most basic level. -- 6 TACTICAL AND STRATEGIC AI -- Adding a new section (STRATEGY AND PERSONALITY) that discusses how to build strategic AI that follows distinct styles, without being too predictable and exploitable. -- 7 LEARNING -- The examples in the section on REINFORCEMENT LEARNING will be modified. Readers found it difficult to understand why and how this technique should be used. The textual demo will be expanded to a graphic demo which will be walked through in detail. -- 8 BOARD GAMES -- 9 EXECUTION MANAGEMENT -- The section on ANYTIME ALGORITHMS will be expanded to include information on how to go about any-timing existing algorithms. Topics such as making recursion explicit, storing data between updates, and anytime algorithms on multi-core processors will be addressed. -- 10 WORLD INTERFACING -- The section on GETTING KNOWLEDGE EFFICIENTLY will be expanded to bring in the idea of the percept introduced in chapter 2. In addition, there will be a new subsection on geometric queries to the game (where things are, what can be seen, etc). -- Adding a new section on INTELLIGENT CONTENT. Several games in the last few years have increased the AI sophistication by making the level more intelligent. Data and algorithms embedded into the level can mean that lots of characters can have correspondingly simpler AI and still appear very smart. This section describes how it can be done. -- 11 TOOLS AND CONTENT CREATION -- There are minor tweaks to make here to bring the book up to date with current state of the art in commercial AI toolkits. -- The current hot-topic in game development is automating content creation. AI data is relatively easy to automate in some contexts -- this section will be updated with this info. -- 12 SCRIPTING -- NEW chapter on Scripting (pulling misc scripting sections from other parts of the book and going into more detail). -- Also, discussing visual scripting (the idea that programs can be represented visually). Also, covering node-based scripting systems in this new section. -- Coverage of declarative scripting, which doesn't give programs or scripts to be carried out, but states what should happen in response to conditions in the world. It is really a variation of rule-based decision making, but as a scripting technology is particularly powerful for gameplay development as well as agent-based AI. A couple of recent game projects I've seen use this approach. -- 13 DESIGNING GAME AI -- The plan is to expand each of the sections in this chapter a fair bit -- with different options presented for each genre. -- Adding a new section (PUZZLE GAMES). Over the last couple of years the casual game market has grown to be a significant force. There isn't a whole lot of AI in them, but there is some, and this section acknowledges that. -- The case study in section will be expanded, plus a simple demo from of each game will be available with the code, so they truly form working examples of putting it all together. -- -------------------------
  • Introduction -- Game AI -- Movement -- Pathfinding -- Decision making -- Tactical and strategic AI -- Learning -- Board games -- Execution management -- World interfacing -- Tools and content creation -- Designing game AI -- AI-based game genres
Control code
SCIDI500570922
Dimensions
unknown
Edition
2nd ed.
Extent
1 online resource (xxiii, 870 p.)
Form of item
online
Isbn
9780080885032
Media category
computer
Media MARC source
rdamedia
Media type code
  • c
Other control number
9786612285233
Other physical details
ill.
Specific material designation
remote

Library Locations

Processing Feedback ...