000826399 000__ 02884cam\a2200481Ii\4500 000826399 001__ 826399 000826399 005__ 20230306144359.0 000826399 006__ m\\\\\o\\d\\\\\\\\ 000826399 007__ cr\cn\nnnunnun 000826399 008__ 180221s2018\\\\sz\a\\\\ob\\\\001\0\eng\d 000826399 019__ $$a1027142607$$a1027357410$$a1027568650$$a1027712828$$a1029075400$$a1030292419 000826399 020__ $$a9783319635194$$q(electronic book) 000826399 020__ $$a3319635190$$q(electronic book) 000826399 020__ $$z9783319635187 000826399 020__ $$z3319635182 000826399 0247_ $$a10.1007/978-3-319-63519-4$$2doi 000826399 035__ $$aSP(OCoLC)on1023801414 000826399 035__ $$aSP(OCoLC)1023801414$$z(OCoLC)1027142607$$z(OCoLC)1027357410$$z(OCoLC)1027568650$$z(OCoLC)1027712828$$z(OCoLC)1029075400$$z(OCoLC)1030292419 000826399 040__ $$aGW5XE$$beng$$erda$$epn$$cGW5XE$$dYDX$$dAZU$$dUAB$$dOCLCF$$dUPM$$dMERER$$dOCLCQ 000826399 049__ $$aISEA 000826399 050_4 $$aGV1469.15 000826399 08204 $$a794.8/163$$223 000826399 1001_ $$aYannakakis, Georgios N.$$eauthor. 000826399 24510 $$aArtificial intelligence and games /$$cGeorgios N. Yannakakis, Julian Togelius. 000826399 264_1 $$aCham, Switzerland :$$bSpringer,$$c2018. 000826399 300__ $$a1 online resource (xxiii, 337 pages) :$$billustrations 000826399 336__ $$atext$$btxt$$2rdacontent 000826399 337__ $$acomputer$$bc$$2rdamedia 000826399 338__ $$aonline resource$$bcr$$2rdacarrier 000826399 347__ $$atext file$$bPDF$$2rda 000826399 504__ $$aIncludes bibliographical references and index. 000826399 5050_ $$aPart I Background -- Introduction -- AI Methods -- Part II Ways of Using AI in Games -- Playing Games -- Generating Content -- Modeling Players -- Part III, The Road Ahead -- Game AI Panorama -- Frontiers of Game AI Research -- References -- Index. 000826399 506__ $$aAccess limited to authorized users. 000826399 520__ $$aThis is the first textbook dedicated to explaining how artificial intelligence (AI) techniques can be used in and for games. After introductory chapters that explain the background and key techniques in AI and games, the authors explain how to use AI to play games, to generate content for games and to model players. The book will be suitable for undergraduate and graduate courses in games, artificial intelligence, design, human-computer interaction, and computational intelligence, and also for self-study by industrial game developers and practitioners. The authors have developed a website (http://www.gameaibook.org) that complements the material covered in the book with up-to-date exercises, lecture slides and reading. 000826399 588__ $$aOnline resource; title from PDF title page (SpringerLink, viewed February 21, 2018). 000826399 650_0 $$aElectronic games$$xProgramming. 000826399 650_0 $$aArtificial intelligence. 000826399 7001_ $$aTogelius, Julian,$$eauthor. 000826399 77608 $$iPrint version: $$z9783319635187$$z3319635182$$w(OCoLC)992746782 000826399 852__ $$bebk 000826399 85640 $$3SpringerLink$$uhttps://univsouthin.idm.oclc.org/login?url=http://link.springer.com/10.1007/978-3-319-63519-4$$zOnline Access$$91397441.1 000826399 909CO $$ooai:library.usi.edu:826399$$pGLOBAL_SET 000826399 980__ $$aEBOOK 000826399 980__ $$aBIB 000826399 982__ $$aEbook 000826399 983__ $$aOnline 000826399 994__ $$a92$$bISE