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Artificial Intelligence for Computer Games

Editors: Gonzalo, Marco, Gómez-Martín, Marco Antonio (Eds.)

  • Translates recent research into practical ideas for enhancing the computer game experience
  • Presents approaches for evolving interaction beyond typical pre-scripted narratives
  • Integrates research on reinforced learning, case-based reasoning and genetic algorithms into game development
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  • ISBN 978-1-4419-8188-2
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Hardcover $179.00
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  • ISBN 978-1-4419-8187-5
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About this book

Techniques used for Artificial Intelligence (AI) in commercial video games are still far from state-of-the art in Academia, but with graphics in video games coming close to photo realistic quality, and multi-processor architectures getting common in console and PC game platforms, sophisticated AI is getting into the focus of the video game industry as the next big thing for enhancing the player experience. "Artificial Intelligence for Games" collects some of the most relevant results from Academia in the area of Artificial Intelligence for games. The selection of contributions has been biased towards rigorous and theoretically grounded work that is also supported with developed prototypes, which should pave the way for the integration of academic AI techniques into state-of-the-art electronic entertainment games. The chapters in the book cover different areas relevant to AI in commercial games:

  • Real-time heuristic search algorithms that alleviate the scalability problem of A* techniques
  • Authoring tools that facilitate the construction by game designers (typically non-programmers) of behavior controlling software
  • Algorithms for automatically or semi-automatically learning complex behavior from recorded traces of human players
  • Techniques that try to deliver the best possible experience by dynamically adapting the game to the player interaction

"Artificial Intelligence for Games " is a must-read for researchers and practicing engineers in the game industry. Key results from applied research on AI within the last 10 years have been collected here to provide a reference work for both Academia and Industry that will help to close the gap between both worlds.

Table of contents (8 chapters)

  • Real-Time Heuristic Search for Pathfinding in Video Games

    Bulitko, Vadim (et al.)

    Pages 1-30

  • Embedding Information into Game Worlds to Improve Interactive Intelligence

    Youngblood, G. Michael (et al.)

    Pages 31-53

  • Empowering Designers with Libraries of Self-Validated Query-Enabled Behaviour Trees

    Flórez-Puga, Gonzalo (et al.)

    Pages 55-81

  • Game AI for Domination Games

    Hogg, Chad (et al.)

    Pages 83-101

  • Case-Based Reasoning and User-Generated Artificial Intelligence for Real-Time Strategy Games

    Ontañón, Santiago (et al.)

    Pages 103-124

Buy this book

eBook $139.00
price for USA
  • ISBN 978-1-4419-8188-2
  • Digitally watermarked, DRM-free
  • Included format: PDF
  • ebooks can be used on all reading devices
  • Download immediately after purchase
Hardcover $179.00
price for USA
  • ISBN 978-1-4419-8187-5
  • Free shipping for individuals worldwide
  • Usually dispatched within 3 to 5 business days.
Softcover $179.00
price for USA
  • ISBN 978-1-4939-0053-4
  • Free shipping for individuals worldwide
  • Usually dispatched within 3 to 5 business days.
Rent the ebook  
  • Rental duration: 1 or 6 month
  • low-cost access
  • online reader with highlighting and note-making option
  • can be used across all devices
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Bibliographic Information

Bibliographic Information
Book Title
Artificial Intelligence for Computer Games
Editors
  • Marco Gonzalo
  • Marco Antonio Gómez-Martín
Copyright
2011
Publisher
Springer-Verlag New York
Copyright Holder
Springer Science+Business Media, LLC
eBook ISBN
978-1-4419-8188-2
DOI
10.1007/978-1-4419-8188-2
Hardcover ISBN
978-1-4419-8187-5
Softcover ISBN
978-1-4939-0053-4
Edition Number
1
Number of Pages
XII, 200
Topics