000 | 01732cam a2200325 a 4500 | ||
---|---|---|---|
008 | 071029s2008 nyua b 001 0 eng | ||
010 | _a2007018642 | ||
020 | _a9781418038571 | ||
040 |
_aDLC _cDLC _dNWU |
||
050 | 0 | 0 |
_aQA76.76.C672 _bA425 2007 |
082 | 0 | 0 |
_a794.8/1526 _222 |
089 | 0 | _a794.8151/5 | |
100 | 1 | _aAhlquist, John. | |
245 | 1 | 0 |
_aGame development essentials : _bgame artificial intelligence / _cJohn Ahlquist, Jeannie Novak. |
246 | 3 | 0 | _aGame artifical intelligence |
260 |
_aClifton Park, NY : _bThomson/Delmar Learning, _c2008. |
||
300 |
_axxi, 297 p. : _bill. (some col.) ; _c26 cm. + _e1 CD-ROM. |
||
500 | _aIncludes key chapter questions, case studies and chapter review. | ||
506 | _aOPTICAL DISC NOT AVAILABLE FOR USE BY UNIVERSITY OF WOLLONGONG LIBRARY. | ||
504 | _aIncludes bibliographical references and index. | ||
505 | 0 | _aHistory and concepts -- AI agents : creating behavior using a finite state machine -- Complexity and broad scope : multiple states and hierarchical state machines -- Customizing AI systems : allowing others to modify and implement the AI -- Expert systems : capturing high-level knowledge and improving behavioral control -- Pathfinding : allowing agents to properly find and follow paths -- Advanced pathfinding techniques : improving performance an quality -- Looking smart : maximizing perception of intelligence -- Putting it all together : designing and building quality game artifical intelligence. | |
650 | 0 |
_aComputer games _xProgramming. |
|
700 | 1 |
_aNovak, Jeannie, _d1966- |
|
035 | _a(AuCNLKIN)000041602519 | ||
526 | 0 | _aCSCI236, CSCI346, CSCI356, CSCI366 | |
005 | 20170126095755.0 | ||
001 | 51308 | ||
003 | UOWD | ||
942 | _cREGULAR | ||
999 |
_c19043 _d19043 |