LEADER 03584nam 22006735 450 001 9910299283203321 005 20200706120048.0 010 $a3-319-63519-0 024 7 $a10.1007/978-3-319-63519-4 035 $a(MiAaPQ)EBC6315592 035 $a(MiAaPQ)EBC5579808 035 $a(DE-He213)978-3-319-63519-4 035 $a(Au-PeEL)EBL5579808 035 $a(OCoLC)1023801414 035 $a(PPN)224640127 035 $a(CKB)4100000002485292 035 $a(EXLCZ)994100000002485292 100 $a20180217d2018 u| 0 101 0 $aeng 135 $aurnn#008mamaa 181 $ctxt$2rdacontent 182 $cc$2rdamedia 183 $acr$2rdacarrier 200 10$aArtificial Intelligence and Games /$fby Georgios N. Yannakakis, Julian Togelius 205 $a1st ed. 2018. 210 1$aCham :$cSpringer International Publishing :$cImprint: Springer,$d2018. 215 $axiv, 337 p 327 $aPart 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. 330 $aThis 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. 606 $aArtificial intelligence 606 $aComputer games?Programming 606 $aComputational intelligence 606 $aUser interfaces (Computer systems) 606 $aApplication software 606 $aArtificial Intelligence$3https://scigraph.springernature.com/ontologies/product-market-codes/I21000 606 $aGame Development$3https://scigraph.springernature.com/ontologies/product-market-codes/I29040 606 $aComputational Intelligence$3https://scigraph.springernature.com/ontologies/product-market-codes/T11014 606 $aUser Interfaces and Human Computer Interaction$3https://scigraph.springernature.com/ontologies/product-market-codes/I18067 606 $aComputer Appl. in Arts and Humanities$3https://scigraph.springernature.com/ontologies/product-market-codes/I23036 615 0$aArtificial intelligence. 615 0$aComputer games?Programming. 615 0$aComputational intelligence. 615 0$aUser interfaces (Computer systems) 615 0$aApplication software. 615 14$aArtificial Intelligence. 615 24$aGame Development. 615 24$aComputational Intelligence. 615 24$aUser Interfaces and Human Computer Interaction. 615 24$aComputer Appl. in Arts and Humanities. 676 $a794.8163 700 $aYannakakis$b Georgios N$4aut$4http://id.loc.gov/vocabulary/relators/aut$0987265 702 $aTogelius$b Julian$4aut$4http://id.loc.gov/vocabulary/relators/aut 801 0$bMiAaPQ 801 1$bMiAaPQ 801 2$bMiAaPQ 906 $aBOOK 912 $a9910299283203321 996 $aArtificial Intelligence and Games$92256435 997 $aUNINA