Artificial Intelligence and Games
by Georgios N. Yannakakis, Julian Togelius
Publisher: Springer 2018
Number of pages: 359
Description:
This book aims to be the first comprehensive textbook on the application and use of artificial intelligence (AI) in, and for, games. Our hope is that the book will be used by educators and students of graduate or advanced undergraduate courses on game AI as well as game AI practitioners at large.
Download or read it online for free here:
Download link
(3.4MB, PDF)
Similar books
![Book cover: Blender 3D: Noob to Pro](images/4066.jpg)
- Wikibooks
This book is a series of tutorials to help new users learn Blender. The tutorials increase in difficulty, and later tutorials build on the lessons in previous ones. Therefore, Blender beginners should follow the tutorials in sequence.
(29614 views)
![Book cover: Game Programming](images/10159.jpg)
by Penn Wu - Global Text Project
These notes are designed to help students learn fundamental principles that apply to game programming regardless of the language used. These principles include gathering input from users, processing game data and rendering game objects to the screen.
(14246 views)
![Book cover: Pangea Software's Ultimate Game Programming Guide for Mac OS X](images/2009.jpg)
by Brian Greenstone - Pangea Software, Inc
Programming secrets for aspiring Mac game programmers. The book covers OpenGL, HID Manager, OpenAL, Rendezvous, Core Graphics, Quicktime, Maya plug-ins, stereo 3D rendering, AltiVec optimizations, networking, copy-protection, marketing strategies, etc.
(22352 views)
![Book cover: Michael Abrash's Graphics Programming Black Book](images/1894.jpg)
by Michael Abrash - Coriolis Group Books
A book for game developers and serious assembly language programmers. It explores the technology behind the popular Doom and Quake 3-D games, and explains optimized solutions to 3-D graphics problems from texture mapping, hidden surface removal, etc.
(24534 views)