Paperback. Zustand: As New. No Jacket. Pages are clean and are not marred by notes or folds of any kind. ~ ThriftBooks: Read More, Spend Less.
Paperback. Zustand: Very Good. No Jacket. May have limited writing in cover pages. Pages are unmarked. ~ ThriftBooks: Read More, Spend Less.
Paperback. Zustand: Very Good. No Jacket. May have limited writing in cover pages. Pages are unmarked. ~ ThriftBooks: Read More, Spend Less.
Paperback. Zustand: Good. No Jacket. Pages can have notes/highlighting. Spine may show signs of wear. ~ ThriftBooks: Read More, Spend Less.
Sprache: Englisch
Verlag: O'Reilly Media, Incorporated, 2004
ISBN 10: 0596005555 ISBN 13: 9780596005559
Anbieter: Better World Books, Mishawaka, IN, USA
Erstausgabe
Zustand: Good. 1st Edition. Pages intact with minimal writing/highlighting. The binding may be loose and creased. Dust jackets/supplements are not included. Stock photo provided. Product includes identifying sticker. Better World Books: Buy Books. Do Good.
Anbieter: medimops, Berlin, Deutschland
Zustand: good. Befriedigend/Good: Durchschnittlich erhaltenes Buch bzw. Schutzumschlag mit Gebrauchsspuren, aber vollständigen Seiten. / Describes the average WORN book or dust jacket that has all the pages present.
Sprache: Englisch
Verlag: O'Reilly Media, United States, Sebastopol, 2004
ISBN 10: 0596005555 ISBN 13: 9780596005559
Anbieter: WorldofBooks, Goring-By-Sea, WS, Vereinigtes Königreich
EUR 21,34
Anzahl: 3 verfügbar
In den WarenkorbPaperback. Zustand: Very Good. Advances in 3D visualization and physics-based simulation technology make it possible for game developers to create compelling, visually immersive gaming environments that were only dreamed of years ago. But today's game players have grown in sophistication along with the games they play. It's no longer enough to wow your players with dazzling graphics; the next step in creating even more immersive games is improved artificial intelligence, or AI. Fortunately, advanced AI game techniques are within the grasp of every game developer--not just those who dedicate their careers to AI. If you're new to game programming or if you're an experienced game programmer who needs to get up to speed quickly on AI techniques, you'll find AI for Game Developers to be the perfect starting point for understanding and applying AI techniques to your games. Written for the novice AI programmer, AI for Game Developers introduces you to techniques such as finite state machines, fuzzy logic, neural networks, and many others, in straightforward, easy-to-understand language, supported with code samples throughout the entire book (written in C/C++). From basic techniques such as chasing and evading, pattern movement, and flocking to genetic algorithms, the book presents a mix of deterministic (traditional) and non-deterministic (newer) AI techniques aimed squarely at beginners AI developers. Other topics covered in the book include: * Potential function based movements: a technique that handles chasing, evading swarming, and collision avoidance simultaneously * Basic pathfinding and waypoints, including an entire chapter devoted to the A* pathfinding algorithm * AI scripting * Rule-based AI: learn about variants other than fuzzy logic and finite state machines * Basic probability * Bayesian techniques Unlike other books on the subject, AI for Game Developers doesn't attempt to cover every aspect of game AI, but to provide you with usable, advanced techniques you can apply to your games right now. If you've wanted to use AI to extend the play-life of your games, make them more challenging, and most importantly, make them more fun, then this book is for you. The book has been read, but is in excellent condition. Pages are intact and not marred by notes or highlighting. The spine remains undamaged.
Sprache: Englisch
Verlag: O'Reilly Media, Incorporated, 2004
ISBN 10: 0596005555 ISBN 13: 9780596005559
Anbieter: Majestic Books, Hounslow, Vereinigtes Königreich
EUR 43,40
Anzahl: 3 verfügbar
In den WarenkorbZustand: New. pp. xv + 371 Illus.
EUR 43,01
Anzahl: 2 verfügbar
In den WarenkorbPaperback. Zustand: Brand New. illustrated edition. 390 pages. 9.00x6.75x0.75 inches. In Stock.
Zustand: New. Written for the novice AI programmer, this text introduces the reader to techniques such as finite state machines, fuzzy logic, neural networks and many others in an easy-to-understand language, supported with code samples throughout the text. Num Pages: 392 pages, 1, black & white illustrations. BIC Classification: UYQ. Category: (P) Professional & Vocational. Dimension: 232 x 180 x 23. Weight in Grams: 660. . 2004. 1st Edition. Paperback. . . . . Books ship from the US and Ireland.
EUR 35,01
Anzahl: Mehr als 20 verfügbar
In den WarenkorbZustand: New. Written for the novice AI programmer, this text introduces the reader to techniques such as finite state machines, fuzzy logic, neural networks and many others in an easy-to-understand language, supported with code samples throughout the text.Advances i.
Taschenbuch. Zustand: Neu. Neuware - Advances in 3D visualization and physics-based simulation technology make it possible for game developers to create compelling, visually immersive gaming environments that were only dreamed of years ago. But today's game players have grown in sophistication along with the games they play. It's no longer enough to wow your players with dazzling graphics; the next step in creating even more immersive games is improved artificial intelligence, or AI.Fortunately, advanced AI game techniques are within the grasp of every game developer--not just those who dedicate their careers to AI. If you're new to game programming or if you're an experienced game programmer who needs to get up to speed quickly on AI techniques, you'll find AI for Game Developers to be the perfect starting point for understanding and applying AI techniques to your games.Written for the novice AI programmer, AI for Game Developers introduces you to techniques such as finite state machines, fuzzy logic, neural networks, and many others, in straightforward, easy-to-understand language, supported with code samples throughout the entire book (written in C/C++). From basic techniques such as chasing and evading, pattern movement, and flocking to genetic algorithms, the book presents a mix of deterministic (traditional) and non-deterministic (newer) AI techniques aimed squarely at beginners AI developers. Other topics covered in the book include:Potential function based movements: a technique that handles chasing, evading swarming, and collision avoidance simultaneouslyBasic pathfinding and waypoints, including an entire chapter devoted to the A pathfinding algorithmAI scriptingRule-based AI: learn about variants other than fuzzy logic and finite state machinesBasic probabilityBayesian techniquesUnlike other books on the subject, AI for Game Developers doesn't attempt to cover every aspect of game AI, but to provide you with usable, advanced techniques you can apply to your games right now. If you've wanted to use AI to extend the play-life of your games, make them more challenging, and most importantly, make them more fun, then this book is for you.