Record ID | marc_columbia/Columbia-extract-20221130-032.mrc:22666331:3891 |
Source | marc_columbia |
Download Link | /show-records/marc_columbia/Columbia-extract-20221130-032.mrc:22666331:3891?format=raw |
LEADER: 03891cam a2200649Ma 4500
001 15570484
005 20220514231243.0
006 m o d
007 cr cn|||||||||
008 040607s2004 maua ob 001 0 eng d
035 $a(OCoLC)ocn144618826
035 $a(NNC)15570484
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020 $a1568812086
020 $a9781568812083
020 $a9781439864807$q(e-book)
020 $a1439864802
020 $a9780429063039$q(electronic bk.)
020 $a0429063032$q(electronic bk.)
035 $a(OCoLC)144618826$z(OCoLC)481877930$z(OCoLC)607604068$z(OCoLC)614938096$z(OCoLC)632175197$z(OCoLC)648129145$z(OCoLC)722535326$z(OCoLC)728031133$z(OCoLC)1037483850$z(OCoLC)1127227975$z(OCoLC)1147862789$z(OCoLC)1260364495
037 $aTANDF_233922$bIngram Content Group
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050 4 $aQA76.76.C672$bF88 2004eb
072 7 $aUMK$2bicssc
082 04 $a794.8/1526$222
049 $aZCUA
100 1 $aFunge, John David,$d1968-
245 10 $aArtificial intelligence for computer games :$ban introduction /$cJohn David Funge.
260 $aWellesley, Mass. :$bPeters,$c©2004.
300 $a1 online resource (x, 146 pages) :$billustrations
336 $atext$btxt$2rdacontent
337 $acomputer$bc$2rdamedia
338 $aonline resource$bcr$2rdacarrier
504 $aIncludes bibliographical references (pages 133-141) and index.
588 0 $aPrint version record.
506 $3Use copy$fRestrictions unspecified$2star$5MiAaHDL
533 $aElectronic reproduction.$b[S.l.] :$cHathiTrust Digital Library,$d2010.$5MiAaHDL
538 $aMaster and use copy. Digital master created according to Benchmark for Faithful Digital Reproductions of Monographs and Serials, Version 1. Digital Library Federation, December 2002.$uhttp://purl.oclc.org/DLF/benchrepro0212$5MiAaHDL
583 1 $adigitized$c2010$hHathiTrust Digital Library$lcommitted to preserve$2pda$5MiAaHDL
505 00 $g1.$tIntroduction --$g2.$tActing --$g3.$tPerceiving --$g4.$tReacting --$g5.$tRemembering --$g6.$tSearching --$g7.$tLearning --$gA.$tPicking --$gB.$tProgramming.
520 1 $a"Building on fundamental principles of Artificial Intelligence, the author explains how to create NPCs with progressively more sophisticated capabilities. Learn how to develop NPCs who can: act in the game world; perceive the game world; react to what they perceive; remember what they perceive; think about the effects of possible actions; and finally learn from their experience." "By the time you finish reading this book you will be able to recognize which techniques might have been used to generate the behavior you see in the computer games you play. You'll also be able to decide which capabilities are appropriate for the NPCs in your game."--Jacket.
650 0 $aComputer games$xProgramming.
650 0 $aArtificial intelligence.
650 2 $aArtificial Intelligence
650 6 $aJeux d'ordinateur$xProgrammation.
650 6 $aIntelligence artificielle.
650 7 $aartificial intelligence.$2aat
650 7 $aArtificial intelligence.$2fast$0(OCoLC)fst00817247
650 7 $aComputer games$xProgramming.$2fast$0(OCoLC)fst00872114
655 0 $aElectronic books.
655 4 $aElectronic books.
776 08 $iPrint version:$aFunge, John David, 1968-$tArtificial intelligence for computer games.$dWellesley, Mass. : Peters, ©2004$w(DLC) 2004048651
856 40 $uhttp://www.columbia.edu/cgi-bin/cul/resolve?clio15570484$zTaylor & Francis eBooks
852 8 $blweb$hEBOOKS