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Rabin S. — AI Game Programming Wisdom 4 (AI Game Programming Wisdom (W/CD))
Rabin S. — AI Game Programming Wisdom 4 (AI Game Programming Wisdom (W/CD))



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Название: AI Game Programming Wisdom 4 (AI Game Programming Wisdom (W/CD))

Автор: Rabin S.

Аннотация:

This book is just a list of tweaks to existing concepts such as FSMs and path finding. The more advanced concepts discussed do not have enough code examples or background info to really educate the reader. A lot of material is by academics that just want to get their names on published articles. For a field that has been hyped for 30 years and can now just barely manage to get a few soccer players to work together in a Wii game I guess we can't expect too much. Unless one is a professional game programmer, which I'm not, and contacts the authors there is almost nothing useful here.

For a basic AI overview, 'hands on ai with java' and 'programming game ai by example' are decent introductions for the programmer to the field depending on whether one prefers java or C++ programming. (most desktop 3d games are written in c++, many internet backend servers run in java).


Язык: en

Рубрика: Computer science/

Статус предметного указателя: Готов указатель с номерами страниц

ed2k: ed2k stats

Год издания: 2008

Количество страниц: 658

Добавлена в каталог: 15.05.2014

Операции: Положить на полку | Скопировать ссылку для форума | Скопировать ID
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Предметный указатель
Training, cluster map approach      582—583
Training, GoCap, game observation method      570—585
Training, incremental vs. batch      645—646
Training, interactive training      644
Training, neural network layers      648—649
Training, noise (contradictory training data)      646
Training, observation as      579—585
Training, racing AIs      455—459
Training, supervised back-propagation method      645—646
Training, training method architecture      580
Training, training orders      399
Transitions, state machine class      72
Traps, trap scripting      552—553
Trigger systems and triggers, centralizing      46—47
Trigger systems and triggers, class for      47—49
Trigger systems and triggers, defining      47—48
Trigger systems and triggers, described      46
Trigger systems and triggers, grouping agents      52—53
Trigger systems and triggers, purposes of      53
Trigger systems and triggers, registering a trigger      49—50
Trigger systems and triggers, removing a trigger      49—50
Trigger systems and triggers, scripted events as triggers      394 552—553
Trigger systems and triggers, updating      50—52
Trigrams      597
Trolls, evolution to perfect      636—639
troubleshooting, diagnostics      39—44
Troubleshooting, game "freeze"      123
Tuning, behavior modification      287
Tuning, fine-tuning paths      128 131
Tuning, race car handling      456—458
Tuning, replays in sports games      477
Turing Test      602 616 620—621
Turning, calculating in racing games      464—468
Turning, hair pin turns on racetracks      443 447—448
Turning, realistic turning      186—191
Turning, turning radius in pathfinding      187—188 191
UML (Unified Modeling Language)      580 581 583 584
Unconditional distribution      625—626
Underfitting, distribution models and      625—626
Unified Modeling Language (UML)      580 581 583 584
Unit manager, real-time strategy games      398
Units, defined      123
Units, identification of      42
Units, unit AT state tool      42
Units, unit manager, real-time strategy games      398
Units, unit statistics tool      42
Unpredictability      see also "Randomness"
Unpredictability and predictability      16—17
Unpredictability in storytelling      530—540
Unpredictability, scripting for undefined circumstances      530—540
Unpredictability, unpredictable behaviors      16—17
Unpredictability, value of      17—18 403 603 616—617 622
Until exceptions      534
UpdateParents function of CAStar      110—111
Updates in real-time games      291—296
Updates, code listing for swarm update      206—208
Updates, event knowledge and memory      432—434
Updates, level-of-detail and      422—425
Updates, Master Event List      432—434
Updates, road cache updates      463
Updates, task scheduling and root update      301
Updates, trigger systems      50—52
Updates, UpdateParents function of CAStar      110—111
Updates, value predictors and task updates      302—303
utilities      see "Diagnostic toolsets"
Utility Model and decision making      409—410
Value predictors      302—303
Van der Sterren, William, bio and contact info      xxxi
Variables, fuzzy logic      91
Variety, creating      33—34
Vectors of belief nodes      351—352
Vectors, predictor values for      303
Vertices, degenerate vertices      184
View animation and audio commands issued diagnostic tool      43
View current animation diagnostic tool      43—44
View current target diagnostic tool      43
View designer-specified patrol paths diagnostic tool      43
View embedded tactical information diagnostic tool      43
View formation leader diagnostic tool      43
View past locations diagnostic tool      43
View pathfinding search diagnostic tool      43
View play commands diagnostic tool      44
View pre-smoothed path diagnostic tool      43
View search space tool      42
View sensory knowledge      43
Virtual machines (VMs) in scripting interpreter engines      511—514
Virtual machines (VMs), Challenges in open-ended narratives      531—532
Virtual machines (VMs), re-entrant      550
Visibility, calculating      353
Visibility, perceptual modeling, visual subsystem      395
Visibility, waypoints and      212—213
Visual Studio, as development environment      534—535
Vykruta, Tom, bio and contact info      xxxi—xxxii
Walls, building      400
Walls, racetrack obstacles      443 452
Waypoints in pathfinding      151
Waypoints, attack positioning and      213—215
Waypoints, determining fastest route between      188—189
Waypoints, non-player characters (NPCs)      211—220
Waypoints, realistic turning between      186—191
Waypoints, static waypoint analysis      215—218
Waypoints, strategic and tactical reasoning and      211—220
weapons      see also "Targeting"
Weapons, friendly fire, avoiding incidents of      414—415
Weapons, guided missiles      417—418
Weapons, missing (without stupidity)      413—414
Weapons, ranged weapon AI      411—418
Weapons, show tracers diagnostic      44
Weapons, to-hit roll for      411—412
Weapons, trajectories for      416—417
Weapons, weapon-selection problem      393
Web addresses for authors      xix—xxxiii
Web addresses for errata and updates      654
Web addresses, AIWisdom.com      xiv
Winning and losing      18—19
Woodcock, Steven, bio and contact info      xxxii
Wrecks in racing games      462
Zarozinski, Michael, bio and contact info      xxxii
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