000 | nam a22 4500 | ||
---|---|---|---|
999 |
_c32760 _d32760 |
||
008 | 240216b xxu||||| |||| 00| 0 eng d | ||
020 | _a9781032033228 | ||
082 |
_a794.81526 _bROB |
||
100 | _aRoberts, Paul | ||
245 | _aArtificial intelligence in games | ||
260 |
_bCRC Press, _aBoca Raton : _c2023 |
||
300 |
_avii, 301p. ; _bill. (some col.), _c24 cm |
||
365 |
_b49.99 _c₤ _d110.20 |
||
504 | _aIncludes indexes. | ||
520 | _aThis book covers all the necessary topics that a professional game AI programmer needs to know, from math and steering behaviours to terrain analysis, pathfinding, decision making, and more. Written to be easily accessible, each topic is accompanied by an example game, where the reader can add their own code to see the effects their changes have. This book will be suitable for students and aspiring games programmers looking to gain a grounding in game AI techniques. | ||
650 | _aUnity game engine | ||
650 | _aMinimax algorithm | ||
650 | _aManhattan Distance | ||
650 | _aGenetic algorithm | ||
650 | _aFuzzy Manifold | ||
650 | _aCLOSED list | ||
650 | _aBehaviour Tree | ||
942 |
_2ddc _cBK |