Programming game ai by example (11 Ergebnisse)

Sprache: Englisch
Verlag: Jones & Bartlett Learning, 2004
- Softcover
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Sprache: Englisch
Verlag: Jones & Bartlett Learning, 2004
- Softcover
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Sprache: Englisch
Verlag: Jones & Bartlett Learning, 2004
- Softcover
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Sprache: Englisch
Verlag: Jones & Bartlett Learning, LLC, 2004
- Softcover
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Sprache: Englisch
Verlag: Jones & Bartlett Learning, 2004
- Softcover
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Sprache: Englisch
Verlag: John Wiley and Sons, 2004
- Softcover
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Sprache: Englisch
Verlag: Jones & Bartlett Learning, 2004
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Sprache: Englisch
Verlag: Wordware, 2004
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Sprache: Englisch
Verlag: Jones & Bartlett Publishers, 2004
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Zustand: New. 2004. 1st Edition. Paperback. Num Pages: 495 pages, b/w illus. BIC Classification: UDX; UM; UYQ. Category: (P) Professional & Vocational; (U) Tertiary Education (US: College). Dimension: 228 x 154 x 26. Weight in Grams: 704. . . . . . Books ship from the US and Ireland.

Sprache: Englisch
Verlag: Independently Published Apr 2026, 2026
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Taschenbuch. Zustand: Neu. Neuware - Write prompts that get results - not hallucinations. Most developers treat prompting as trial and error. Copy a template, tweak the wording, hope for the best. This book replaces guesswork with engineering. Whether you use ChatGPT, Claude, Gemini, or open-source models, the techniques behind…reliable prompts are the same. Prompt Engineering Pocket Guide gives you repeatable patterns you can apply to any LLM. Inside you will learn: - System Prompts - Set the rules of the game. Control tone, format, and behavior before the user says a word.- Few-Shot Prompting - Teach by example. Show the model what good output looks like and watch quality jump.- Chain-of-Thought - Make the model reason step by step instead of guessing the final answer.- Structured Output - Get JSON, YAML, or any format you need - reliably, every time.- Prompt Chaining - Break complex tasks into stages where each prompt builds on the last.- Temperature & Sampling - Understand what the knobs actually do and when to turn them.- Prompt Optimization - Iterate systematically with evaluation metrics, not vibes.- Common Pitfalls - Recognize and fix the patterns that cause hallucinations, refusals, and drift. Every technique comes with clear Python code examples you can adapt to your stack. No filler, no hype - just the prompting patterns that separate unreliable demos from production-grade LLM applications. Who this book is for: Software engineers, data scientists, and anyone building on top of LLMs who wants to stop guessing and start engineering their prompts. Other books in Pocket Guides for Developers (standalone, no reading order): - System Design Pocket Guide: Fundamentals- System Design Pocket Guide: Interviews- AI Agents Pocket Guide- This book - Prompt Engineering Pocket Guide- Database Playbook- LLM Observability Pocket Guide- Event-Driven Architecture Pocket Guide- RAG Pocket Guide.

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Taschenbuch. Zustand: Neu. Neu Neuware, Importqualität, auf Lager - Gain the skills required to create fun and compelling games using GameMaker: Studio, and its GML programming language. In this full-color book you'll learn 24 practical programming elements that are important when creating any game. Each section includes an intr…oduction to a new programming element, some examples, a worksheet, and mini projects to allow you to test your new knowledge. After completing all elements, you will put into action what you have learned in a classic arcade style game. In Practical GameMaker: Studio , you will create a fully featured game, with guidance and in color, using version 1.4. After each section you'll see how you'll apply what you've learned to the final game, and discover additional projects to try. These mini projects include a separate scoring guide, and a working example for each, which is useful if you're using this book in an educational environment. Similarly, the book also contains a number of assignments, which you may include as part of any associated coursework in your classes. What You Will Learn Use GameMaker: Studio and GameMaker Language (GML) to create games Work with GML variables, conditionals, drawing, keyport I/O, objects, and events Create GML sprites, health/lives, alarms, collisions, and rooms Improve your game with GML backgrounds, sound and music, splash screens and menus, and effects< Include GML random and AI movements in your game Use GML loops, arrays, ds_lists, paths, and scripts Who This Book Is For Experienced game developers new to GameMaker or for those with at least some prior exposure or experience with GameMaker: Studio but who are new to GML.