Programming Believable Characters for Computer Games.
by
 
Bailiie-de Byl, Penny.

Title
Programming Believable Characters for Computer Games.

Author
Bailiie-de Byl, Penny.

Personal Author
Bailiie-de Byl, Penny.

Physical Description
1 online resource (479 pages)

Contents
Contents -- Acknowledgments -- Preface -- 1 An Overview of Non- Player Characters in Games -- 2 The Embodiment of Artificial Players -- 3 Classical Game Theory and Human Behavior -- 4 Logic, Knowledge Representation, and Inference -- 5 AI Techniques for Programming Believable Behaviors -- 6 Structuring an Intelligent Non-Player Character -- 7 Creating Believable Non- Player Characters -- A About the CD- ROM -- B Answers to the Exercises -- C A Crash Course in Vector Mathematics -- D Creating a BSP Map for Apocalyx -- E A Brief PROLOG Primer -- Index.

Local Note
Electronic reproduction. Ann Arbor, Michigan : ProQuest Ebook Central, 2017. Available via World Wide Web. Access may be limited to ProQuest Ebook Central affiliated libraries.

Subject Term
Computer games -- Design.
 
Computer games -- Programming.

Genre
Electronic books.

Electronic Access
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LibraryMaterial TypeItem BarcodeShelf NumberStatus
IYTE LibraryE-Book1304478-1001QA76.76 .C672 -- B34 2004 EBEbrary E-Books