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Viser: Artificial Intelligence and Games

Artificial Intelligence and Games
Søgbar e-bog

Artificial Intelligence and Games Vital Source e-bog

Georgios N. Yannakakis og Julian Togelius
(2018)
Springer Nature
317,00 kr.
Leveres umiddelbart efter køb
Artificial Intelligence and Games

Artificial Intelligence and Games Vital Source e-bog

Georgios N. Yannakakis og Julian Togelius
(2018)
Springer Nature
199,00 kr.
Leveres umiddelbart efter køb
Artificial Intelligence and Games

Artificial Intelligence and Games Vital Source e-bog

Georgios N. Yannakakis og Julian Togelius
(2018)
Springer Nature
158,00 kr.
Leveres umiddelbart efter køb
Artificial Intelligence and Games

Artificial Intelligence and Games Vital Source e-bog

Georgios N. Yannakakis og Julian Togelius
(2018)
Springer Nature
328,00 kr.
Leveres umiddelbart efter køb
Artificial Intelligence and Games, 1. udgave

Artificial Intelligence and Games

Georgios N. Yannakakis og Julian Togelius
(2018)
Sprog: Engelsk
Springer International Publishing AG
387,00 kr.
Print on demand. Leveringstid vil være ca 2-3 uger.

Detaljer om varen

  • Vital Source searchable e-book (Fixed pages)
  • Udgiver: Springer Nature (Februar 2018)
  • Forfattere: Georgios N. Yannakakis og Julian Togelius
  • ISBN: 9783319635194
This 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.
Licens varighed:
Bookshelf online: 5 år fra købsdato.
Bookshelf appen: ubegrænset dage fra købsdato.

Udgiveren oplyser at følgende begrænsninger er gældende for dette produkt:
Print: 2 sider kan printes ad gangen
Copy: højest 2 sider i alt kan kopieres (copy/paste)

Detaljer om varen

  • Vital Source 180 day rentals (fixed pages)
  • Udgiver: Springer Nature (Februar 2018)
  • Forfattere: Georgios N. Yannakakis og Julian Togelius
  • ISBN: 9783319635194R180
This 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.
Licens varighed:
Bookshelf online: 180 dage fra købsdato.
Bookshelf appen: 180 dage fra købsdato.

Udgiveren oplyser at følgende begrænsninger er gældende for dette produkt:
Print: 2 sider kan printes ad gangen
Copy: højest 2 sider i alt kan kopieres (copy/paste)

Detaljer om varen

  • Vital Source 90 day rentals (fixed pages)
  • Udgiver: Springer Nature (Februar 2018)
  • Forfattere: Georgios N. Yannakakis og Julian Togelius
  • ISBN: 9783319635194R90
This 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.
Licens varighed:
Bookshelf online: 90 dage fra købsdato.
Bookshelf appen: 90 dage fra købsdato.

Udgiveren oplyser at følgende begrænsninger er gældende for dette produkt:
Print: 2 sider kan printes ad gangen
Copy: højest 2 sider i alt kan kopieres (copy/paste)

Detaljer om varen

  • Vital Source 365 day rentals (fixed pages)
  • Udgiver: Springer Nature (Februar 2018)
  • Forfattere: Georgios N. Yannakakis og Julian Togelius
  • ISBN: 9783319635194R365
This 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.
Licens varighed:
Bookshelf online: 5 år fra købsdato.
Bookshelf appen: 5 år fra købsdato.

Udgiveren oplyser at følgende begrænsninger er gældende for dette produkt:
Print: 2 sider kan printes ad gangen
Copy: højest 2 sider i alt kan kopieres (copy/paste)

Detaljer om varen

  • 1. Udgave
  • Hardback
  • Udgiver: Springer International Publishing AG (Februar 2018)
  • Forfattere: Georgios N. Yannakakis og Julian Togelius
  • ISBN: 9783319635187

This is the first textbook dedicated to explaining how artificial intelligence techniques can be used to design games. After introductory chapters that explain the background and key techniques in artificial intelligence (AI), computational intelligence (CI), and games, the authors explain how to generate content for games and how 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 industrail game developers.


Part 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.

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