000 01535cam a2200373 a 4500
999 _c7151
_d7151
001 15707417
003 OSt
005 20210913124812.0
008 090421s2009 maua b 001 0 eng
010 _a 2009016733
015 _aGBA958894
_2bnb
016 7 _a015291193
_2Uk
020 _a9780123747310 (hardcover : alk. paper)
020 _a0123747317 (hardcover : alk. paper)
035 _a(OCoLC)ocn319064669
040 _aDLC
_cDLC
_dYDX
_dUKM
_dBWX
_dDLC
050 0 0 _aQA76.76.C672
_bM549 2009
082 0 0 _a006.3
_222
082 0 0 _a794.81526
_222
100 1 _aMillington, Ian.
245 1 0 _aArtificial Intelligence for Games /
_cIan Millington and John Funge.
250 _a2nd ed.
260 _aBurlington, MA :
_bMorgan Kaufmann/Elsevier,
_cc2009.
300 _axxiii, 870 p. :
_bill. ;
_c25 cm.
504 _aIncludes bibliographical references (p. 841-845) and index.
505 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.
650 0 _aComputer games
_xProgramming.
650 0 _aComputer animation.
650 0 _aArtificial intelligence.
700 1 _aFunge, John David,
_d1968-
906 _a7
_bcbc
_corignew
_d1
_eecip
_f20
_gy-gencatlg
942 _2lcc
_cMON