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[null,"1.","Record Nr.",null,"UNINA9910715791203321"]
[null,null,"Titolo",null,"Armory and foundry at Fort Massac. (To accompany Bill H.R. No. 32.) March 28, 1850"]
[null,null,"Pubbl/distr/stampa",null,"[Washington, D.C.] : , : [publisher not identified], , 1850"]
[null,null,"Descrizione fisica",null,"1 online resource (5 pages)"]
[null,null,"Collana",null,"House report / 31st Congress, 1st session. House ; ; no. 214"]
[{"$nulls":4},"[United States congressional serial set] ; ; [serial no. 584]"]
[null,null,"Soggetti",null,"Weapons industry"]
[{"$nulls":4},"Defense industries"]
[{"$nulls":4},"Arsenals"]
[{"$nulls":4},"Armories"]
[{"$nulls":4},"Armed Forces - Appropriations and expenditures"]
[{"$nulls":4},"Foundries"]
[{"$nulls":4},"Government purchasing of real property"]
[{"$nulls":4},"Military bases"]
[{"$nulls":4},"Military readiness"]
[{"$nulls":4},"Legislative materials."]
[{"$nulls":4},"United States Armed Forces Appropriations and expenditures"]
[null,null,"Lingua di pubblicazione",null,"Inglese"]
[null,null,"Formato",null,"Materiale a stampa"]
[null,null,null,"Livello bibliografico","Monografia"]
[null,null,null,"Note generali","Batch processed record: Metadata reviewed, not verified. Some fields updated by batch processes."]
[{"$nulls":4},"FDLP item number not assigned."]
[null,"2.","Record Nr.",null,"UNINA9910299283203321"]
[null,null,"Autore",null,"Yannakakis Georgios N"]
[null,null,"Titolo",null,"Artificial Intelligence and Games / / by Georgios N. Yannakakis, Julian Togelius"]
[null,null,"Pubbl/distr/stampa",null,"Cham : , : Springer International Publishing : , : Imprint : Springer, , 2018"]
[null,null,"ISBN",null,"3-319-63519-0"]
[null,null,"Edizione",null,"[1st ed. 2018.]"]
[null,null,"Descrizione fisica",null,"xiv, 337 p"]
[null,null,"Disciplina",null,"794.8163"]
[null,null,"Soggetti",null,"Artificial intelligence"]
[{"$nulls":4},"Computer games—Programming"]
[{"$nulls":4},"Computational intelligence"]
[{"$nulls":4},"User interfaces (Computer systems)"]
[{"$nulls":4},"Application software"]
[{"$nulls":4},"Artificial Intelligence"]
[{"$nulls":4},"Game Development"]
[{"$nulls":4},"Computational Intelligence"]
[{"$nulls":4},"User Interfaces and Human Computer Interaction"]
[{"$nulls":4},"Computer Appl. in Arts and Humanities"]
[null,null,"Lingua di pubblicazione",null,"Inglese"]
[null,null,"Formato",null,"Materiale a stampa"]
[null,null,null,"Livello bibliografico","Monografia"]
[null,null,"Nota di contenuto",null,"Part 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."]
[null,null,null,"Sommario/riassunto","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."]