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Game Ai Pro 360 Guide To Movement And Pathfinding
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Book Synopsis Game AI Pro 360: Guide to Movement and Pathfinding by : Steve Rabin
Download or read book Game AI Pro 360: Guide to Movement and Pathfinding written by Steve Rabin and published by CRC Press. This book was released on 2019-09-10 with total page 315 pages. Available in PDF, EPUB and Kindle. Book excerpt: Steve Rabin’s Game AI Pro 360: Guide to Movement and Pathfinding gathers all the cutting-edge information from his previous three Game AI Pro volumes into a convenient single source anthology covering movement and pathfinding in game AI. This volume is complete with articles by leading game AI programmers that explore better ways to smooth paths, avoid obstacles, and navigate 3D space with cutting-edge techniques. Key Features Provides real-life case studies of game AI in published commercial games Material by top developers and researchers in Game AI Downloadable demos and/or source code available online
Book Synopsis Game AI Pro 360: Guide to Movement and Pathfinding by : Steve Rabin
Download or read book Game AI Pro 360: Guide to Movement and Pathfinding written by Steve Rabin and published by CRC Press. This book was released on 2019-09-10 with total page 438 pages. Available in PDF, EPUB and Kindle. Book excerpt: Steve Rabin’s Game AI Pro 360: Guide to Movement and Pathfinding gathers all the cutting-edge information from his previous three Game AI Pro volumes into a convenient single source anthology covering movement and pathfinding in game AI. This volume is complete with articles by leading game AI programmers that explore better ways to smooth paths, avoid obstacles, and navigate 3D space with cutting-edge techniques. Key Features Provides real-life case studies of game AI in published commercial games Material by top developers and researchers in Game AI Downloadable demos and/or source code available online
Book Synopsis Game AI Pro 360: Guide to Tactics and Strategy by : Steve Rabin
Download or read book Game AI Pro 360: Guide to Tactics and Strategy written by Steve Rabin and published by CRC Press. This book was released on 2019-09-06 with total page 259 pages. Available in PDF, EPUB and Kindle. Book excerpt: Steve Rabin’s Game AI Pro 360: Guide to Tactics and Strategy gathers all the cutting-edge information from his previous three Game AI Pro volumes into a convenient single source anthology that covers game AI strategy and tactics. This volume is complete with articles by leading game AI programmers that focus largely on combat decisions made in a wide variety of genres such as RTS, RPG, MOBA, strategy and tower defense games. Key Features Provides real-life case studies of game AI in published commercial games Material by top developers and researchers in Game AI Downloadable demos and/or source code available online
Book Synopsis Proceedings of the 6th International Conference on Big Data and Internet of Things by : Mohamed Lazaar
Download or read book Proceedings of the 6th International Conference on Big Data and Internet of Things written by Mohamed Lazaar and published by Springer Nature. This book was released on 2023-03-28 with total page 607 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book is a collection of papers that were presented at the 6th International Conference on Big Data Cloud and Internet of Things, BDIoT 2022. The conference took place on October 25-27, 2022, Tangier, Morocco. The book consisted of 49 chapters, which correspond to the four major areas that are covered during the conference, namely Big Data & Cloud Computing, Cybersecurity, Machine Learning, Deep Learning, E-Learning, Internet of Things, Information System and Natural Language Processing. Every year BDIoT attracted researchers from all over the world, and this year was not an exception – the authors received 98 submissions from 7 countries. More importantly, there were participants from many countries, which indicates that the conference is truly gaining more and more international recognition as it brought together a vast number of specialists who represented the aforementioned fields and share information about their newest projects. Since the authors strived to make the conference presentations and proceedings of the highest quality possible, the authors only accepted papers that presented the results of various investigations directed to the discovery of new scientific knowledge in the area of Big Data, IoT and their applications. All the papers were reviewed and selected by the Program Committee, which comprised 96 reviewers from over 58 academic institutions. As usual, each submission was reviewed following a double process by at least two reviewers. When necessary, some of the papers were reviewed by three or four reviewers. Authors’ deepest thanks and appreciation go to all the reviewers for devoting their precious time to produce truly through reviews and feedback to the authors.
Book Synopsis Game AI Pro 360: Guide to Character Behavior by : Steve Rabin
Download or read book Game AI Pro 360: Guide to Character Behavior written by Steve Rabin and published by CRC Press. This book was released on 2019-09-10 with total page 300 pages. Available in PDF, EPUB and Kindle. Book excerpt: Steve Rabin’s Game AI Pro 360: Guide to Character Behavior gathers all the cutting-edge information from his previous three Game AI Pro volumes into a convenient single source anthology that covers character behavior in game AI. This volume is complete with articles by leading game AI programmers that focus on individual AI behavior such as character interactions, modelling knowledge, efficient simulation, difficulty balancing, and making decisions with case studies from both commercial and indie games. Key Features Provides real-life case studies of game AI in published commercial games Material by top developers and researchers in Game AI Downloadable demos and/or source code available online
Book Synopsis Game AI Pro 360: Guide to Architecture by : Steve Rabin
Download or read book Game AI Pro 360: Guide to Architecture written by Steve Rabin and published by CRC Press. This book was released on 2019-09-10 with total page 532 pages. Available in PDF, EPUB and Kindle. Book excerpt: Steve Rabin’s Game AI Pro 360: Guide to Architecture gathers all the cutting-edge information from his previous three Game AI Pro volumes into a convenient single source anthology covering game AI architecture. This volume is complete with articles by leading game AI programmers that further explore modern architecture such as behavior trees and share architectures used in top games such as Final Fantasy XV, the Call of Duty series and the Guild War series. Key Features Provides real-life case studies of game AI in published commercial games Material by top developers and researchers in Game AI Downloadable demos and/or source code available online
Book Synopsis Game AI Pro 360: Guide to Architecture by : Steve Rabin
Download or read book Game AI Pro 360: Guide to Architecture written by Steve Rabin and published by CRC Press. This book was released on 2019-09-10 with total page 403 pages. Available in PDF, EPUB and Kindle. Book excerpt: Steve Rabin’s Game AI Pro 360: Guide to Architecture gathers all the cutting-edge information from his previous three Game AI Pro volumes into a convenient single source anthology covering game AI architecture. This volume is complete with articles by leading game AI programmers that further explore modern architecture such as behavior trees and share architectures used in top games such as Final Fantasy XV, the Call of Duty series and the Guild War series. Key Features Provides real-life case studies of game AI in published commercial games Material by top developers and researchers in Game AI Downloadable demos and/or source code available online
Download or read book Game AI Pro 2 written by Steven Rabin and published by CRC Press. This book was released on 2015-04-17 with total page 566 pages. Available in PDF, EPUB and Kindle. Book excerpt: Game AI Pro2: Collected Wisdom of Game AI Professionals presents cutting-edge tips, tricks, and techniques for artificial intelligence (AI) in games, drawn from developers of shipped commercial games as well as some of the best-known academics in the field. It contains knowledge, advice, hard-earned wisdom, and insights gathered from across the com
Download or read book Game AI Pro 3 written by Steve Rabin and published by CRC Press. This book was released on 2017-07-12 with total page 541 pages. Available in PDF, EPUB and Kindle. Book excerpt: Game AI Pro3: Collected Wisdom of Game AI Professionals presents state-of-the-art tips, tricks, and techniques drawn from developers of shipped commercial games as well as some of the best-known academics in the field. This book acts as a toolbox of proven techniques coupled with the newest advances in game AI. These techniques can be applied to almost any game and include topics such as behavior trees, utility theory, path planning, character behavior, and tactical reasoning. KEY FEATURES Contains 42 chapters from 50 of the game industry’s top developers and researchers. Provides real-life case studies of game AI in published commercial games. Covers a wide range of AI in games, with topics applicable to almost any game. Includes downloadable demos and/or source code, available at http://www.gameaipro.com SECTION EDITORS Neil Kirby General Wisdom Alex Champandard Architecture Nathan Sturtevant Movement and Pathfinding Damian Isla Character Behavior Kevin Dill Tactics and Strategy; Odds and Ends
Book Synopsis Game AI Pro 360: Guide to Tactics and Strategy by : Steve Rabin
Download or read book Game AI Pro 360: Guide to Tactics and Strategy written by Steve Rabin and published by CRC Press. This book was released on 2019-09-06 with total page 366 pages. Available in PDF, EPUB and Kindle. Book excerpt: Steve Rabin’s Game AI Pro 360: Guide to Tactics and Strategy gathers all the cutting-edge information from his previous three Game AI Pro volumes into a convenient single source anthology that covers game AI strategy and tactics. This volume is complete with articles by leading game AI programmers that focus largely on combat decisions made in a wide variety of genres such as RTS, RPG, MOBA, strategy and tower defense games. Key Features Provides real-life case studies of game AI in published commercial games Material by top developers and researchers in Game AI Downloadable demos and/or source code available online
Book Synopsis Programming Game AI by Example by : Mat Buckland
Download or read book Programming Game AI by Example written by Mat Buckland and published by Jones & Bartlett Learning. This book was released on 2005 with total page 522 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book describes in detail many of the AI techniques used in modern computer games, explicity shows how to implement these practical techniques within the framework of several game developers with a practical foundation to game AI.
Book Synopsis Artificial Intelligence and Games by : Georgios N. Yannakakis
Download or read book Artificial Intelligence and Games written by Georgios N. Yannakakis and published by Springer. This book was released on 2018-02-17 with total page 350 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.
Book Synopsis Game Engine Architecture by : Jason Gregory
Download or read book Game Engine Architecture written by Jason Gregory and published by CRC Press. This book was released on 2017-03-27 with total page 1042 pages. Available in PDF, EPUB and Kindle. Book excerpt: Hailed as a "must-have textbook" (CHOICE, January 2010), the first edition of Game Engine Architecture provided readers with a complete guide to the theory and practice of game engine software development. Updating the content to match today’s landscape of game engine architecture, this second edition continues to thoroughly cover the major components that make up a typical commercial game engine. New to the Second Edition Information on new topics, including the latest variant of the C++ programming language, C++11, and the architecture of the eighth generation of gaming consoles, the Xbox One and PlayStation 4 New chapter on audio technology covering the fundamentals of the physics, mathematics, and technology that go into creating an AAA game audio engine Updated sections on multicore programming, pipelined CPU architecture and optimization, localization, pseudovectors and Grassman algebra, dual quaternions, SIMD vector math, memory alignment, and anti-aliasing Insight into the making of Naughty Dog’s latest hit, The Last of Us The book presents the theory underlying various subsystems that comprise a commercial game engine as well as the data structures, algorithms, and software interfaces that are typically used to implement them. It primarily focuses on the engine itself, including a host of low-level foundation systems, the rendering engine, the collision system, the physics simulation, character animation, and audio. An in-depth discussion on the "gameplay foundation layer" delves into the game’s object model, world editor, event system, and scripting system. The text also touches on some aspects of gameplay programming, including player mechanics, cameras, and AI. An awareness-building tool and a jumping-off point for further learning, Game Engine Architecture, Second Edition gives readers a solid understanding of both the theory and common practices employed within each of the engineering disciplines covered. The book will help readers on their journey through this fascinating and multifaceted field.
Book Synopsis Reinforcement Learning, second edition by : Richard S. Sutton
Download or read book Reinforcement Learning, second edition written by Richard S. Sutton and published by MIT Press. This book was released on 2018-11-13 with total page 549 pages. Available in PDF, EPUB and Kindle. Book excerpt: The significantly expanded and updated new edition of a widely used text on reinforcement learning, one of the most active research areas in artificial intelligence. Reinforcement learning, one of the most active research areas in artificial intelligence, is a computational approach to learning whereby an agent tries to maximize the total amount of reward it receives while interacting with a complex, uncertain environment. In Reinforcement Learning, Richard Sutton and Andrew Barto provide a clear and simple account of the field's key ideas and algorithms. This second edition has been significantly expanded and updated, presenting new topics and updating coverage of other topics. Like the first edition, this second edition focuses on core online learning algorithms, with the more mathematical material set off in shaded boxes. Part I covers as much of reinforcement learning as possible without going beyond the tabular case for which exact solutions can be found. Many algorithms presented in this part are new to the second edition, including UCB, Expected Sarsa, and Double Learning. Part II extends these ideas to function approximation, with new sections on such topics as artificial neural networks and the Fourier basis, and offers expanded treatment of off-policy learning and policy-gradient methods. Part III has new chapters on reinforcement learning's relationships to psychology and neuroscience, as well as an updated case-studies chapter including AlphaGo and AlphaGo Zero, Atari game playing, and IBM Watson's wagering strategy. The final chapter discusses the future societal impacts of reinforcement learning.
Book Synopsis Planning Algorithms by : Steven M. LaValle
Download or read book Planning Algorithms written by Steven M. LaValle and published by Cambridge University Press. This book was released on 2006-05-29 with total page 844 pages. Available in PDF, EPUB and Kindle. Book excerpt: Planning algorithms are impacting technical disciplines and industries around the world, including robotics, computer-aided design, manufacturing, computer graphics, aerospace applications, drug design, and protein folding. Written for computer scientists and engineers with interests in artificial intelligence, robotics, or control theory, this is the only book on this topic that tightly integrates a vast body of literature from several fields into a coherent source for teaching and reference in a wide variety of applications. Difficult mathematical material is explained through hundreds of examples and illustrations.
Book Synopsis Algorithms in a Nutshell by : George T. Heineman
Download or read book Algorithms in a Nutshell written by George T. Heineman and published by "O'Reilly Media, Inc.". This book was released on 2008-10-14 with total page 366 pages. Available in PDF, EPUB and Kindle. Book excerpt: Creating robust software requires the use of efficient algorithms, but programmers seldom think about them until a problem occurs. Algorithms in a Nutshell describes a large number of existing algorithms for solving a variety of problems, and helps you select and implement the right algorithm for your needs -- with just enough math to let you understand and analyze algorithm performance. With its focus on application, rather than theory, this book provides efficient code solutions in several programming languages that you can easily adapt to a specific project. Each major algorithm is presented in the style of a design pattern that includes information to help you understand why and when the algorithm is appropriate. With this book, you will: Solve a particular coding problem or improve on the performance of an existing solution Quickly locate algorithms that relate to the problems you want to solve, and determine why a particular algorithm is the right one to use Get algorithmic solutions in C, C++, Java, and Ruby with implementation tips Learn the expected performance of an algorithm, and the conditions it needs to perform at its best Discover the impact that similar design decisions have on different algorithms Learn advanced data structures to improve the efficiency of algorithms With Algorithms in a Nutshell, you'll learn how to improve the performance of key algorithms essential for the success of your software applications.
Book Synopsis AI for Games, Third Edition by : Ian Millington
Download or read book AI for Games, Third Edition written by Ian Millington and published by CRC Press. This book was released on 2019-03-18 with total page 997 pages. Available in PDF, EPUB and Kindle. Book excerpt: AI is an integral part of every video game. This book helps professionals keep up with the constantly evolving technological advances in the fast growing game industry and equips students with up-to-date information they need to jumpstart their careers. This revised and updated Third Edition includes new techniques, algorithms, data structures and representations needed to create powerful AI in games. Key Features A comprehensive professional tutorial and reference to implement true AI in games Includes new exercises so readers can test their comprehension and understanding of the concepts and practices presented Revised and updated to cover new techniques and advances in AI Walks the reader through the entire game AI development process