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    AI Techniques for Game Programming (Premier Press Game Development (Paperback)) (Mixed media product) By (author) Mat Buckland, By (author) Mark Collins

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    DescriptionAI Techniques for Game Programming takes the difficult topics of Genetic Algorithms and Neural Networks, explaining them in plain English. Gone are the tortuous mathematic equations and abstract examples to be found in other books. Each chapter will take you through the theory a step at a time using fun, practical examples - providing you with all the knowledge you require to start incorporating these esoteric techniques into your own games and applications. After a whirlwind tour of Windows programming - for those readers who require a refresher - you will learn how to use genetic algorithms for optimization, path-finding and evolving control sequences for your game agents. After learning the basics of neural networks, AI Techniques for Game Programming will demonstrate how you can evolve neural motion controllers for your game agents, and how neural networks may be applied to obstacle avoidance and map exploration. You will learn about backpropagation and pattern recognition and discover how to train a network to recognize mouse gestures. Finally the book explains state-of-the-art techniques for creating neural networks with dynamic topologies.Each chapter is complimented by well commented source code and most provide fun exercises and problems for you to practice your newfound knowledge.


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  • Full bibliographic data for AI Techniques for Game Programming

    Title
    AI Techniques for Game Programming
    Authors and contributors
    By (author) Mat Buckland, By (author) Mark Collins
    Physical properties
    Format: Mixed media product
    Number of pages: 480
    Width: 188 mm
    Height: 234 mm
    Thickness: 25 mm
    Weight: 810 g
    Language
    English
    ISBN
    ISBN 13: 9781931841085
    ISBN 10: 193184108X
    Classifications

    BIC E4L: COM
    Nielsen BookScan Product Class 3: S10.2
    B&T Book Type: NF
    B&T Modifier: Region of Publication: 01
    B&T Modifier: Subject Development: 20
    LC subject heading:
    BIC subject category V2: UDX
    B&T Modifier: Academic Level: 03
    BIC subject category V2: UM
    B&T General Subject: 229
    B&T Modifier: Text Format: 01
    LC subject heading:
    B&T Merchandise Category: COM
    Ingram Subject Code: XL
    DC22: 006.3
    LC subject heading:
    BISAC V2.8: COM051230, GAM013000
    DC21: 794.8151
    BISAC V2.8: COM004000, COM012040
    LC subject heading:
    LC classification: QA76.76.C672 B83 2002
    Thema V1.0: UYQ, UM, UDX
    Publisher
    Cengage Learning, Inc
    Imprint name
    Premier Press
    Publication date
    13 November 2002
    Publication City/Country
    Cincinnati, OH
    Review quote
    "Game programming is without a doubt the most intellectually challenging field of computer science in the world. However, we would be fooling ourselves if we said that we are 'serious' people! Writing (and reading) a game programming book, should be an exciting adventure for both the author and the reader." Andre LaMothe, Series Editor
    Table of contents
    Introduction Part 1: Windows Programming 1. In the Beginning, There Was a Word, and the Word Was Windows 2. Further Adventures With Windows Programming Part 2: Genetic Algorithms 3. An Introduction to Genetic Algorithms 4. Permutation Encoding and the Traveling Salesman Problem 5. Building a Better Genetic Algorithm 6. Moon Landing Made Easy Part 3: Neural Networks 7. Neural Networks in Plain English 8. Giving Your Bot Senses 9. A Supervised Training Approach 10. Real-Time Evolution 11. Evolving Neural Topology Appendices: A: Web Resources B: Bibliography and Recommende Reading C: What's On the CD