01147nam0-22003131i-450 99000188397040332120190603134057.0000188397FED01000188397(Aleph)000188397FED0100018839720030910f2003----km-y0itay50------baitaITy-------001yyLinee guida per il reperimento e l'impiego dei materiali forestali di baseper l'applicazione della direttiva europea 1999/105 CEprogramma finalizzato MiPAF, Riselvitalia 1.1.biodiversità e produzione di materiale forestale di propagazionea cura di Fulvio DucciArezzoIstituto Sperimentale per la Selvicoltura[2003]125 p.21 cmSelvicoltura634.95Ducci,FulvioIstituto sperimentale per la selvicolturaITUNINARICAUNIMARCBK99000188397040332160 634.95 DUCF 20038969FAGBCFAGBCLinee guida per il reperimento e l'impiego dei materiali forestali di base403675UNINA03584nam 22006735 450 991029928320332120200706120048.03-319-63519-010.1007/978-3-319-63519-4(MiAaPQ)EBC6315592(MiAaPQ)EBC5579808(DE-He213)978-3-319-63519-4(Au-PeEL)EBL5579808(OCoLC)1023801414(PPN)224640127(CKB)4100000002485292(EXLCZ)99410000000248529220180217d2018 u| 0engurnn#008mamaatxtrdacontentcrdamediacrrdacarrierArtificial Intelligence and Games /by Georgios N. Yannakakis, Julian Togelius1st ed. 2018.Cham :Springer International Publishing :Imprint: Springer,2018.xiv, 337 pPart I Background -- Introduction -- AI Methods -- Part II Ways of Using AI in Games -- Playing Games -- Generating Content -- Modeling Players -- Part III, The Road Ahead -- Game AI Panorama -- Frontiers of Game AI Research -- References -- Index.This is the first textbook dedicated to explaining how artificial intelligence (AI) techniques can be used in and for games. After introductory chapters that explain the background and key techniques in AI and games, the authors explain how to use AI to play games, to generate content for games and to model players. The book will be suitable for undergraduate and graduate courses in games, artificial intelligence, design, human-computer interaction, and computational intelligence, and also for self-study by industrial game developers and practitioners. The authors have developed a website (http://www.gameaibook.org) that complements the material covered in the book with up-to-date exercises, lecture slides and reading.Artificial intelligenceComputer games—ProgrammingComputational intelligenceUser interfaces (Computer systems)Application softwareArtificial Intelligencehttps://scigraph.springernature.com/ontologies/product-market-codes/I21000Game Developmenthttps://scigraph.springernature.com/ontologies/product-market-codes/I29040Computational Intelligencehttps://scigraph.springernature.com/ontologies/product-market-codes/T11014User Interfaces and Human Computer Interactionhttps://scigraph.springernature.com/ontologies/product-market-codes/I18067Computer Appl. in Arts and Humanitieshttps://scigraph.springernature.com/ontologies/product-market-codes/I23036Artificial intelligence.Computer games—Programming.Computational intelligence.User interfaces (Computer systems)Application software.Artificial Intelligence.Game Development.Computational Intelligence.User Interfaces and Human Computer Interaction.Computer Appl. in Arts and Humanities.794.8163Yannakakis Georgios Nauthttp://id.loc.gov/vocabulary/relators/aut987265Togelius Julianauthttp://id.loc.gov/vocabulary/relators/autMiAaPQMiAaPQMiAaPQBOOK9910299283203321Artificial Intelligence and Games2256435UNINA