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181129s2019 flua o 000 0 eng d |
020 |
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|a9781351053303|q(electronic bk.)
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|a1351053302|q(electronic bk.)
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|a9781351053280|q(e-book ;|qePub)
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|a1351053280|q(e-book ;|qePub)
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|a9781351053297|q(e-book ;|qPDF)
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|a1351053299|q(e-book ;|qPDF)
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|a9781351053273|q(e-book ;|qMobipocket)
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|a1351053272|q(e-book ;|qMobipocket)
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|z9781138483972|q(hbk.)
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7
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|a10.1201/9781351053303|2doi
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|aOCoLC-P|beng|cOCoLC-P
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4
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|aQA76.76.C672
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04
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|a794.81526|223
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1
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|aMillington, Ian.
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10
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|aAI for games|h[electronic resource].
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|a3rd ed. /|bIan Millington.
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|aBoca Raton :|bCRC Press,|cc2019.
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|a1 online resource :|bill.
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|aPrevious edition: published as by Ian Millington, John Funge. Burlington: Morgan Kaufmann/Elsevier, 2009.
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|aChapter 1, Introduction -- Chapter 2, Game AI -- Chapter 3, Movement -- Chapter 4, Pathfinding -- Chapter 5, Decision making -- Chapter 6, Tactical and Strategic AI -- Chapter 7, Learning -- Chapter 8, Board Games -- Chapter 9, Execution Management -- Chapter 10, World Interfacing -- Chapter 11, Tools and Content Creation -- Chapter 12, Designing Game AI -- Chapter 13, AI-Based Game Genres.
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|aDescription based on print version record.
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0
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|aComputer games|xProgramming.
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0
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|aArtificial intelligence.
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40
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|uhttps://www.taylorfrancis.com/books/9781351053303
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