Buch, Englisch, 310 Seiten, Format (B × H): 156 mm x 234 mm, Gewicht: 474 g
Buch, Englisch, 310 Seiten, Format (B × H): 156 mm x 234 mm, Gewicht: 474 g
ISBN: 978-1-032-03322-8
Verlag: CRC Press
This book covers all the necessary topics that a professional game AI programmer needs to know, from math and steering behaviours to terrain analysis, pathfinding and decision-making. Written to be easily accessible, each topic is accompanied by an example game that allows the reader to add their own code to see the effects their changes have.
Each chapter is split into two parts. The first part covers the necessary theory in a friendly, conversational manner, using visual examples and fictional game scenarios to give additional context. The second part is a coding tutorial in C# for the topic at hand. Each chapter has its own example game available to download, written in C# in the Unity Game Engine.
This book will be suitable for students and aspiring games programmers looking to gain a grounding in game AI techniques.
Zielgruppe
Postgraduate, Professional, Professional Practice & Development, Undergraduate Advanced, and Undergraduate Core
Autoren/Hrsg.
Fachgebiete
- Mathematik | Informatik EDV | Informatik Informatik Künstliche Intelligenz
- Sozialwissenschaften Sport | Tourismus | Freizeit Hobbies & Spiele
- Mathematik | Informatik EDV | Informatik Digital Lifestyle Computerspiele, Internetspiele
- Mathematik | Informatik EDV | Informatik Programmierung | Softwareentwicklung Spiele-Programmierung, Rendering, Animation
Weitere Infos & Material
Chapter 1 Introduction
Chapter 2 Math
Chapter 3 Steering Behaviours
Chapter 4 Terrain Analysis
Chapter 5 Pathfinding
Chapter 6 Decision-Making
Chapter 7 Fuzzy Logic
Chapter 8 Chess AI
Chapter 9 Genetic Algorithms
Chapter 10 Neural Networks