Racing Line

Racing Line

Author: Bob Guntrip

Publisher: David and Charles

Published: 2022-07-21

Total Pages: 403

ISBN-13: 178711337X

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Racing Line is the story of big-bike racing in Britain during the 1960s - when the British racing single reached its peak; when exciting racing unfolded at circuits across the land every summer; and when Britain took its last great generation of riding talent and engineering skill to the world.


Believable Bots

Believable Bots

Author: Philip Hingston

Publisher: Springer Science & Business Media

Published: 2012-10-19

Total Pages: 324

ISBN-13: 3642323235

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We share our modern world with bots – chatbots to converse with, roombots to clean our houses, spambots to fill our e-mail inboxes, and medibots to assist our surgeons. This book is about computer game bots, virtual companions who accompany us in virtual worlds or sharpen our fighting skills. These bots must be believable, that is human players should believe they are interacting with entities operating at a human level – bots are more fun if they behave like we do. This book shows how to create believable bots that play computer games, and it discusses the implications of making them appear human. The chapters in this book present the state of the art in research on and development of game bots, and they also look beyond the design aspects to address deep questions: Is a bot that plays like a person intelligent? Does it have emotions? Is it conscious? The topic is inherently interdisciplinary, and the work draws from research and practice in many fields, such as design, creativity, entertainment, and graphics; learning, psychology, and sociology; artificial intelligence, embodiment, agents, machine learning, robotics, human–computer interaction, and artificial life; cognition and neuroscience; and evolutionary computing. The contributing authors are among the leading researchers and developers in this field, and most of the examples and case studies involve analysis of commercial products. The book will be of value to graduate students and academic researchers in artificial intelligence, and to engineers charged with the design of entertaining games.


Game AI Pro 2

Game AI Pro 2

Author: Steven Rabin

Publisher: CRC Press

Published: 2015-04-17

Total Pages: 566

ISBN-13: 1482254808

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Game AI Pro2: Collected Wisdom of Game AI Professionals presents cutting-edge tips, tricks, and techniques for artificial intelligence (AI) in games, drawn from developers of shipped commercial games as well as some of the best-known academics in the field. It contains knowledge, advice, hard-earned wisdom, and insights gathered from across the com


Game AI Pro 360: Guide to Movement and Pathfinding

Game AI Pro 360: Guide to Movement and Pathfinding

Author: Steve Rabin

Publisher: CRC Press

Published: 2019-09-10

Total Pages: 315

ISBN-13: 0429621825

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Steve Rabin’s Game AI Pro 360: Guide to Movement and Pathfinding gathers all the cutting-edge information from his previous three Game AI Pro volumes into a convenient single source anthology covering movement and pathfinding in game AI. This volume is complete with articles by leading game AI programmers that explore better ways to smooth paths, avoid obstacles, and navigate 3D space with cutting-edge techniques. Key Features Provides real-life case studies of game AI in published commercial games Material by top developers and researchers in Game AI Downloadable demos and/or source code available online


Artificial Intelligence for Games

Artificial Intelligence for Games

Author: Ian Millington

Publisher: CRC Press

Published: 2018-12-14

Total Pages: 898

ISBN-13: 1315360578

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Creating robust artificial intelligence is one of the greatest challenges for game developers, yet the commercial success of a game is often dependent upon the quality of the AI. In this book, Ian Millington brings extensive professional experience to the problem of improving the quality of AI in games. He describes numerous examples from real games and explores the underlying ideas through detailed case studies. He goes further to introduce many techniques little used by developers today. The book's associated web site contains a library of C++ source code and demonstration programs, and a complete commercial source code library of AI algorithms and techniques. "Artificial Intelligence for Games - 2nd edition" will be highly useful to academics teaching courses on game AI, in that it includes exercises with each chapter. It will also include new and expanded coverage of the following: AI-oriented gameplay; Behavior driven AI; Casual games (puzzle games). Key Features * The first comprehensive, professional tutorial and reference to implement true AI in games written by an engineer with extensive industry experience. * Walks through the entire development process from beginning to end. * Includes examples from over 100 real games, 10 in-depth case studies, and web site with sample code.


Karting

Karting

Author: Jeff Grist Memo Gidley

Publisher:

Published:

Total Pages: 166

ISBN-13: 9781610590617

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Now that people are starting to see that karting is the perfect training ground for professional racers of all stripes—as well as a not-so-expensive alternative to full-scale road racing and oval track racing—it’s become the fastest-growing motorsport in the U.S. and the world. For the novice confronted with a bewildering array of choices—kart types and classes, road racing, sprint track racing, oval racing—this book offers answers. The best single resource on kart racing, Karting will teach you the ins and outs of the sport, from choosing a class and kart to selecting safety equipment to performing maintenance and mastering racing techniques that will get you up to speed on the track.


Advances in Computer Entertainment

Advances in Computer Entertainment

Author: Anton Nijholt

Publisher: Springer

Published: 2012-10-12

Total Pages: 620

ISBN-13: 3642342922

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This book constitutes the refereed conference proceedings of the 9th International Conference on Advances in Computer Entertainment, ACE 2012, held in Kathmandu, Nepal, in November 2012. The 10 full paper and 19 short papers presented together with 5 papers from the special track Arts and Culture and 35 extended abstracts were carefully reviewed and selected from a total of 140 submissions in all categories. The papers cover topics across a wide spectrum of disciplines including computer science, design, arts, sociology, anthropology, psychology, and marketing. Focusing on all areas related to interactive entertainment they aim at stimulating discussion in the development of new and compelling entertainment computing and interactive art concepts and applications.


Game AI Uncovered

Game AI Uncovered

Author: Paul Roberts

Publisher: CRC Press

Published: 2024-06-04

Total Pages: 227

ISBN-13: 1040025110

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Game AI Uncovered: Volume Two continues the series with the collected wisdom, ideas, tricks and cutting‐edge techniques from 22 of the top game AI professionals and researchers from around the world. The techniques discussed in these pages cover the underlying development of a wide array of published titles, including The Survivalists, Wheelman, Plants vs. Zombies: Battle for Neighborville, Dead Space, Zombie Army 4, Evil Genius 2, Sniper Elite 5, Sonic & All‐Stars Racing Transformed, DiRT: Showdown, and more. Contained within this volume are overviews and insights covering a host of different areas within game AI, including generalised planners, player imitation, awareness, dynamic behaviour trees, decision‐making architectures, agent learning for automated playthroughs, utility systems, machine learning for cinematography, directed acyclic graphs, environment steering, difficulty scenarios, environmental cues through voxels, automated testing approaches, dumbing down your AI, synchronized path following, and much more. Beginners to the area of game AI, along with professional developers, will find a wealth of knowledge that will not only help in the development of your own games but also spark ideas for new approaches. This volume includes chapters written by Nuno Vicente Barreto, Steve Bilton, Andy Brown, Dr Allan Bruce, Richard Bull, Phil Carlisle, Sarah Cook, Michele Condò, Steven Dalton, Rodolfo Fava, Jonas Gillberg, Dominik Gotojuch, Dale Green, Tobias Karlsson, Jonathan Keslake, Fernando Penousal Machado, Ivan Mateev, Dr Nic Melder, Dr Bram Ridder, Paul Roberts, Licínio Roque, and Andrea Schiel.


Xicancuicatl

Xicancuicatl

Author: Alfred Arteaga

Publisher: Wesleyan University Press

Published: 2020-10-06

Total Pages: 313

ISBN-13: 081957970X

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Xicancuicatl collects the poetry of leading avant-garde Chicanx poet Alfred Arteaga (1950–2008), whom French philosopher Gilles Deleuze regarded as "among those rare poets who are able to raise or shape a new language within their language." In his five published collections, Arteaga made crucial breakthroughs in the language of poetry, basing his linguistic experiments on the multilingual Xicanx culture of the US Southwest. His formal resources and finely tuned ear for sound patterns and language play remain astonishing. His poetical work, presented as a whole here for the first time, speaks more than ever to a moment in which border-crossing, cultural diversity, language-mixing and a multi-cultural vision of America are critical issues CAMINO IMAGINADO Blue leaves, hojas rotas in the shape of stars. Ni un "no" en tu vocabulario but for others; blue in place of green in the shape of Spain. Ojos the color of dirt, chocolate, coffee, time, azules las horas, hojas de horas van y se van, ni una palabra, ni una queja, nor broken bit a tu lado beside me andamos walking, sí walking caminamos caminos like these, such streets, what city. 7/15/95 Paris.


Racecraft

Racecraft

Author: Dominik Arntz

Publisher: BoD – Books on Demand

Published: 2021-12-17

Total Pages: 186

ISBN-13: 3754336487

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Motorsport is so fascinating because the drivers have to make decisions within a very short time. Throttle position, steering wheel angle, strategy, position of one's own vehicle and the competitors: Everything changes on the race track in fractions of a second. Drivers must be able to anticipate and analyse every movement of the opponents around them and react with lightning speed. Those drivers who can not only drive fast, but are also able to correctly assess racing situations at any time and react accordingly, are said to have a high level of racecraft. This book is for all (hobby) racers who want to make better decisions on the race track and increase their racecraft. In 50 race scenarios, the reader can slip into the role of a driver, weigh his options, make decisions and look at the solutions to see whether he was right with his decisions and if not, why not. In 10 concrete exercises for the racetrack, practical work can also be done on racecraft.