AI and artificial life in video games /
Основен автор: | Lecky-Thompson, Guy W. |
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Формат: | Електронна книга |
Език: | English |
Публикувано: |
Boston :
Charles River Media/Cengage Technology,
2008.
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Предмети: | |
Онлайн достъп: |
http://search.ebscohost.com/login.aspx?direct=true&scope=site&db=nlebk&AN=263323 |
Подобни документи: |
Print version::
AI and artificial life in video games. |
Съдържание:
- Ch. 1. Introduction
- Defining Artificial Intelligence
- Knowledge Management
- AI Put Simply
- Defining Artificial Life
- Top-Down versus Bottom-Up Intelligence
- Ch. 2. Using Artificial Intelligence in Video Games
- AI in Video Games
- Applying the Theories
- Ch. 3. Uses for Artificial Life in Video Games
- Modeling Natural Behavior
- AI Techniques in A-Life
- Using A-Life in Video Game Development
- A-Life in the Design Phase
- A-Life in the Development Phase
- A-Life in Video Game Testing
- Post-Development A-Life
- Ch. 4. The A-Life Programming Paradigm
- A-Life: The Game within the Game
- Evolving Behavior
- Planning the A-Life Implementation
- Summary
- Ch. 5. Building Blocks
- AI and A-Life Building Blocks
- Deploying the Building Blocks
- Ground-Up Deployment
- Summary
- Ch. 6. The Power of Emergent Behavior
- Defining Emergent Behavior
- The "Sum of Parts" Emergence Design
- The Individual Dynamic Emergence Design
- The Group Dynamic Emergence Design
- The Reproductive Mechanism in Emergence
- Ch. 7. Testing with artificial Life
- Testing A-Life
- Bottom-Up Testing
- Testing AI with A-Life
- Testing A-Life with A-Life
- Ch. 8. Several A-Life Examples
- Movement and Interaction
- A-Life Control Systems
- A-Life in Puzzles, Board Games, Simulations
- Video Game Personalities
- Ch. 9. Multiplayer AI and A-Life
- Managing Emergence
- Enhancing the Experience
- Implementing A-Life in Multiplayer Environments
- Ch. 10. The Application of A-Life Outside the Lab
- Simple Genetic Algorithms
- Breeding Behavioral Patterns
- Datasets versus Functionality.