AI for Games and Animation: A Cognitive Modeling Approach

Author:   John David Funge
Publisher:   Taylor & Francis Inc
ISBN:  

9781568811031


Pages:   236
Publication Date:   22 July 1999
Format:   Hardback
Availability:   In Print   Availability explained
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AI for Games and Animation: A Cognitive Modeling Approach


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Overview

John Funge introduces a new approach to creating autonomous characters. Cognitive modeling provides computer-animated characters with logic, reasoning, and planning skills. Individual chapters in the book provide concrete examples of advanced character animation, automated cinematography, and a real-time computer game. Source code, animations, images, and other resources are available at the book's website, listed below.

Full Product Details

Author:   John David Funge
Publisher:   Taylor & Francis Inc
Imprint:   A K Peters
Dimensions:   Width: 15.20cm , Height: 1.50cm , Length: 22.90cm
Weight:   0.454kg
ISBN:  

9781568811031


ISBN 10:   1568811039
Pages:   236
Publication Date:   22 July 1999
Audience:   College/higher education ,  Professional and scholarly ,  Undergraduate ,  Postgraduate, Research & Scholarly
Format:   Hardback
Publisher's Status:   Active
Availability:   In Print   Availability explained
This item will be ordered in for you from one of our suppliers. Upon receipt, we will promptly dispatch it out to you. For in store availability, please contact us.

Table of Contents

Foreword -- Preface -- 1 Introduction -- 1.1 Cognitive Character -- 1.2 Domain Knowledge -- 1.3 Character Instruction -- 1.4 Knowledge Acquisition -- 1.5 Phenomenology -- 1.6 Implementation -- 1.7 Other Models -- 2 Background -- 2.1 Geometric Models -- 2.2 Kinematic Control -- 2.3 Physical Models -- 2.4 Noninterpenetration -- 2.5 Biomechanical Mode -- 2.6 Behavior and Cognitive Model -- 2.7 Notes -- 3 Domain Knowledge -- 3.1 Mathematical Logic -- 3.2 Situation Calculus -- 3.3 D iscussion -- 3.4 Notes -- 4 Sensing -- 4.1 Knowledge Producing Actions. -- 4.2 Interval Arithmetic -- 4.3 Interval-valued Epistemic Fluents -- 4.4 Inaccurate Sensors -- 4.5 Sensing Changing Values -- 4.6 Correctness -- 4.7 Operators for Interval Arithmetic -- 4.8 Knowledge of Terms -- 4.9 Usefulness -- 4.10 Notes -- 5 Character Instruction -- 5.1 Predefined Behavior -- 5.2 Goal-directed Behavior -- 5.3 The Middle Ground -- 5.4 A Simple Tutorial Example: Maze Solving -- 5.5 D iscussion -- 5.6 Notes -- 6 Learning -- 6.1 Machine Learning -- 6.2 Creating a Training Set -- 6.3 Representation of the Learned Function -- 6.4 Learning Algorithm -- 6.5 D iscussion -- 6.6 Notes -- 7 Putting It All Together -- 7.1 A Predefined Behavior Layer -- 7.2 Interface. -- 7.3 Roiling Forward -- 7.4 Embedding Goal-directed Behavior -- 7.5 Intelligent Flocks -- 7.6 Notes -- 8 CML -- 8.1 Precondition and Effect Axioms -- 8.2 Complex A ctioNS -- 8.3 Discussion -- 8.4 Notes -- 9 Cinematography -- 9.1 Automated Cinematography -- 9.2 Implementation -- 9.3 Discussion -- 9.4 Notes -- 10 Prehistoric World -- 10.1 The Prehistoric World -- 10.2 Effect A xioms -- 10.3 Precondition A xiomS -- 10.4 Character Instruction -- 10.5 Implementation. -- 10.6 D iscussion -- 10.7 Notes -- 11 Undersea world -- 11.1 D iscussion -- 11.2 Overview -- 11.3 Evasion BehavioR -- 11.4 The Great Escape -- 11.5 Pet Protection -- 11.6 General Melee -- 11.7 Visibility Testing -- 11.8 Low-level System Implementation -- 11.9 Discussion -- ll.lONotes -- 12 Conclusion -- 12.1 AI Accelerator cards -- 12.2 R obotics. -- 12.3 Electronic Commerce and Web Avatars. -- 12.4 Other Applications. -- 12.5 Conclusion -- Bibliography -- Index.

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Funge \, John David

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