AI Techniques for Game Programming

Author:   Collins ,  Mark Collins
Publisher:   Cengage Learning, Inc
ISBN:  

9781931841085


Pages:   480
Publication Date:   14 October 2002
Format:   Paperback
Availability:   Awaiting stock   Availability explained


Our Price $158.37 Quantity:  
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AI Techniques for Game Programming


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Overview

'AI Techniques for Game Programming' takes the difficult topics of genetic algorithms and neural networks and explains them in plain English. Gone are the tortuous mathematic equations and abstract examples to be found in other books. Each chapter takes readers through the theory a step at a time, explaining clearly how they can incorporate each technique into their own games. After a whirlwind tour of Windows programming, readers will learn how to use genetic algorithms for optimization, path-finding, and evolving control sequences for their game agents. Coverage of neural network basics quickly advances to evolving neural motion controllers for their game agents and applying neural networks to obstacle avoidance and map exploration. Backpropagation and pattern recognition is also explained. By the end of the book, readers will know how to train a network to recognize mouse gestures and how to use state-of-the-art techniques for creating neural networks with dynamic topologies.

Full Product Details

Author:   Collins ,  Mark Collins
Publisher:   Cengage Learning, Inc
Imprint:   Premier Press
Dimensions:   Width: 18.70cm , Height: 2.40cm , Length: 23.10cm
Weight:   0.793kg
ISBN:  

9781931841085


ISBN 10:   193184108
Pages:   480
Publication Date:   14 October 2002
Audience:   College/higher education ,  Tertiary & Higher Education
Format:   Paperback
Publisher's Status:   Out of Print
Availability:   Awaiting stock   Availability explained

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

Reviews

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


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