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AI and Artificial Life in Video Games RARE 1st Ed Lecky-Thompson Hardcover
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ApproximatelyS$ 30.85
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Condition:
“Great LIKE NEW condition!”
Like New
A book in excellent condition. Cover is shiny and undamaged, and the dust jacket is included for hard covers. No missing or damaged pages, no creases or tears, and no underlining/highlighting of text or writing in the margins. May be very minimal identifying marks on the inside cover. Very minimal wear and tear.
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US $5.22 (approx S$ 6.71) USPS Media MailTM.
Located in: Onancock, Virginia, United States
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Estimated between Sat, 30 Aug and Mon, 8 Sep to 94104
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eBay item number:177080891579
Item specifics
- Condition
- Like New
- Seller Notes
- “Great LIKE NEW condition!”
- Brand
- Course Technology
- Color
- Blue
- ISBN
- 9781584505587
About this product
Product Identifiers
Publisher
Charles River Apparel Media
ISBN-10
1584505583
ISBN-13
9781584505587
eBay Product ID (ePID)
64064222
Product Key Features
Number of Pages
352 Pages
Publication Name
Ai and Artificial Life in Video Games
Language
English
Subject
Programming / Games, Intelligence (Ai) & Semantics, General
Publication Year
2008
Features
New Edition
Type
Textbook
Subject Area
Computers
Format
Hardcover
Dimensions
Item Height
1.3 in
Item Weight
30.5 Oz
Item Length
9.3 in
Item Width
7.5 in
Additional Product Features
Intended Audience
Scholarly & Professional
LCCN
2007-939377
Dewey Edition
22
Reviews
Chapter 1 Introduction; Chapter 2 Using Artificial Intelligence in Video Games; Chapter 3 Uses for Artificial Life in Video Games; Chapter 4 The AL Programming Paradigm; Chapter 5 Building Blocks; Chapter 6 The Power of Emergent Behavior; Chapter 7 Testing with Artificial Life; Chapter 8 Several A-Life Examples; Chapter 9 Multiplayer AI and A-Life; Chapter 10 The Application of A-Life Outside the Lab;
Illustrated
Yes
Dewey Decimal
794.8
Edition Description
New Edition
Table Of Content
Chapter 1Introduction; Chapter 2Using Artificial Intelligence in Video Games; Chapter 3Uses for Artificial Life in Video Games; Chapter 4The AL Programming Paradigm; Chapter 5Building Blocks; Chapter 6The Power of Emergent Behavior; Chapter 7Testing with Artificial Life; Chapter 8Several A-Life Examples; Chapter 9Multiplayer AI and A-Life; Chapter 10 The Application of A-Life Outside the Lab;
Synopsis
Learn how to create more challenging and dynamic games with AI and Artificial Life in Video Games. AI, or artificial intelligence, builds better games by directing behaviors inside the games that make them more difficult, while artificial life, or A-Life, adds unpredictability of play and a more lifelike environment to games. This book examines easy and inexpensive methods for implementing AI and A-Life in any video game to not only model behavior in the game but also create tools, generate code, and test the game during development. After introducing the basics of AI and A-Life to use as building blocks, the book delves into more advanced methods and examines possible future uses and techniques. Youall learn how AI can be built up in a game by layering behavioral models on static data to produce behavior that is both intelligent and unpredictable. Examples of several A-Life enhancements in games are presented, and youall investigate the potential pitfalls of using AI and how to troubleshoot, apply A-Life to your own games, test A-Life itself and test virtually using A-Life, implement AI and A-Life in a multiplayer environment, and more. Written for the current and next-generation game developer, AI and Artificial Life in Video Games is a great reference for both game programmers and game designers., Learn how to create more challenging and dynamic games with AI and Artificial Life in Video Games. AI, or artificial intelligence, builds better games by directing behaviors inside the games that make them more difficult, while artificial life, or A-Life, adds unpredictability of play and a more lifelike environment to games. This book examines easy and inexpensive methods for implementing AI and A-Life in any video game to not only model behavior in the game but also create tools, generate code, and test the game during development. After introducing the basics of AI and A-Life to use as building blocks, the book delves into more advanced methods and examines possible future uses and techniques. You'll learn how AI can be built up in a game by layering behavioral models on static data to produce behavior that is both intelligent and unpredictable. Examples of several A-Life enhancements in games are presented, and you'll investigate the potential pitfalls of using AI and how to troubleshoot, apply A-Life to your own games, test A-Life itself and test virtually using A-Life, implement AI and A-Life in a multiplayer environment, and more. Written for the current and next-generation game developer, AI and Artificial Life in Video Games is a great reference for both game programmers and game designers.
LC Classification Number
QA76.76
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