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    Artificial Intelligence in Games

    Artificial Intelligence in Games by Roberts, Paul;

      • GET 10% OFF

      • The discount is only available for 'Alert of Favourite Topics' newsletter recipients.
      • Publisher's listprice GBP 125.00
      • The price is estimated because at the time of ordering we do not know what conversion rates will apply to HUF / product currency when the book arrives. In case HUF is weaker, the price increases slightly, in case HUF is stronger, the price goes lower slightly.

        63 262 Ft (60 250 Ft + 5% VAT)
      • Discount 10% (cc. 6 326 Ft off)
      • Discounted price 56 936 Ft (54 225 Ft + 5% VAT)

    63 262 Ft

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    Availability

    Estimated delivery time: In stock at the publisher, but not at Prospero's office. Delivery time approx. 3-5 weeks.
    Not in stock at Prospero.

    Why don't you give exact delivery time?

    Delivery time is estimated on our previous experiences. We give estimations only, because we order from outside Hungary, and the delivery time mainly depends on how quickly the publisher supplies the book. Faster or slower deliveries both happen, but we do our best to supply as quickly as possible.

    Product details:

    • Edition number 1
    • Publisher CRC Press
    • Date of Publication 28 July 2022

    • ISBN 9781032305950
    • Binding Hardback
    • No. of pages310 pages
    • Size 234x156 mm
    • Weight 675 g
    • Language English
    • Illustrations 348 Illustrations, color; 101 Line drawings, black & white; 247 Line drawings, color
    • 432

    Categories

    Short description:

    This book covers all the necessary topics that a professional game AI programmer needs to know, from math and steering behaviours to terrain analysis, pathfinding, decision making. Written to be easily accessible, each topic is accompanied by an example game, where the reader can add their own code to see the effects their changes have.

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    Long description:

    This book covers all the necessary topics that a professional game AI programmer needs to know, from math and steering behaviours to terrain analysis, pathfinding and decision-making. Written to be easily accessible, each topic is accompanied by an example game that allows the reader to add their own code to see the effects their changes have.


    Each chapter is split into two parts. The first part covers the necessary theory in a friendly, conversational manner, using visual examples and fictional game scenarios to give additional context. The second part is a coding tutorial in C

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    Table of Contents:


    Chapter 1 Introduction


    Chapter 2 Math


    Chapter 3 Steering Behaviours


    Chapter 4 Terrain Analysis


    Chapter 5 Pathfinding


    Chapter 6 Decision-Making


    Chapter 7 Fuzzy Logic


    Chapter 8 Chess AI


    Chapter 9 Genetic Algorithms


    Chapter 10 Neural Networks

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