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  1. Artificial Intelligence and Games
    Published: 2018
    Publisher:  Springer, Cham

    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... more

    Hochschule Aalen, Bibliothek
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    Hochschule Furtwangen University. Informatik, Technik, Wirtschaft, Medien. Campus Furtwangen, Bibliothek
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    eBook Springer
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    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 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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    Content information
    Volltext (lizenzpflichtig)
    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9783319635194
    Other identifier:
    RVK Categories: ST 300
    Series: Array
    Array
    Subjects: Computer science; Computer Science; User interfaces (Computer systems); Artificial intelligence; Application software; Computational intelligence; Computer games—Programming.
    Scope: Online-Ressource (XXIII, 337 p. 83 illus., 76 illus. in color, online resource)
  2. Game Dynamics
    Best Practices in Procedural and Dynamic Game Content Generation
    Contributor: Korn, Oliver (HerausgeberIn); Lee, Newton (HerausgeberIn)
    Published: [2017]; © 2017
    Publisher:  Springer, Cham

    Hochschule Offenburg, University of Applied Sciences, Bibliothek Campus Offenburg
    ST 324 010 2017
    Unlimited inter-library loan, copies and loan
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    Source: Union catalogues
    Contributor: Korn, Oliver (HerausgeberIn); Lee, Newton (HerausgeberIn)
    Language: English
    Media type: Book
    Format: Print
    ISBN: 9783319530871
    RVK Categories: AP 15963 ; ST 324
    Subjects: Computer science; User interfaces (Computer systems); Application software; Computational intelligence; Computer Science
    Scope: x, 177 Seiten, Illustrationen, Diagramme
  3. My mother was a computer
    digital subjects and literary texts
    Published: 2005
    Publisher:  The University of Chicago Press, Chicago

    Staatsbibliothek zu Berlin - Preußischer Kulturbesitz, Haus Potsdamer Straße
    1 A 600066
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    Faj-317
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    310/EC 8795 H421 M9
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    Niedersächsische Staats- und Universitätsbibliothek Göttingen
    2006 A 14249
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    ST 110 117
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    Technische Informationsbibliothek (TIB) / Leibniz-Informationszentrum Technik und Naturwissenschaften und Universitätsbibliothek
    T 05 B 8289
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    Anglistisches Seminar der Universität, Bibliothek
    F EN 1711
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    Universität Konstanz, Kommunikations-, Informations-, Medienzentrum (KIM)
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    Universitätsbibliothek Mannheim
    2005 A 6201
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    333842 - A
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    228 733
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    64.2854
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    Content information
    Source: Staatsbibliothek zu Berlin
    Language: English
    Media type: Book
    Format: Print
    ISBN: 9780226321479; 9780226321486; 0226321479; 0226321487
    RVK Categories: ST 110 ; EC 5410 ; HN 1091 ; EC 8795
    Subjects: Computational intelligence; Human-computer interaction; Computers in literature; Virtual reality; American literature
    Scope: x, 290 Seiten
    Notes:

    Literaturverzeichnis: Seiten 265-278