01279cam a2200325 a 450000100090000000300040000900500170001300800410003001000170007101500190008801600180010702000430012502000400016803500240020804000330023205000280026508200140029308200180030710000210032524500720034625000120041826000560043030000360048650400640052250502510058665000330083765000240087065000290089470000300092315707417OSt20210913124812.0090421s2009 maua b 001 0 eng  a 2009016733 aGBA9588942bnb7 a0152911932Uk a9780123747310 (hardcover : alk. paper) a0123747317 (hardcover : alk. paper) a(OCoLC)ocn319064669 aDLCcDLCdYDXdUKMdBWXdDLC00aQA76.76.C672bM549 200900a006.322200a794.815262221 aMillington, Ian.10aArtificial Intelligence for Games /cIan Millington and John Funge. a2nd ed. aBurlington, MA :bMorgan Kaufmann/Elsevier,cc2009. axxiii, 870 p. :bill. ;c25 cm. aIncludes bibliographical references (p. 841-845) and index.0 aIntroduction -- Game AI -- Movement -- Pathfinding -- Decision making -- Tactical and strategic AI -- Learning -- Board games -- Execution management -- World interfacing -- Tools and content creation -- Designing game AI -- AI-based game genres. 0aComputer gamesxProgramming. 0aComputer animation. 0aArtificial intelligence.1 aFunge, John David,d1968-