Game, Set, AI

Game, Set, AI

Author: Diana Keller

Publisher: eBookIt.com

Published: 2024-10-11

Total Pages: 269

ISBN-13: 1456656848

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Revolutionising the Court: A New Era of Tennis Dive into a world where technology meets tradition, where the quiet hum of artificial intelligence revolutionises every serve, volley, and rally. Imagine a game where strategy is not just human but powered by cutting-edge technology that reads the play before it unfolds. "Game, Set, AI: How Artificial Intelligence is Changing Tennis" takes you on a fascinating journey through the integration of AI and tennis. Learn about the early steps artificial intelligence took into the world of sports and how these initial forays have transformed into complex performance analytics reshaping players' careers. From AI-powered training tools like smart rackets to biometric tracking wearables, each page unveils how AI enhances player performance and augments the art of coaching. Imagine courts that are smart, equipped with IoT systems that manage themselves, providing unprecedented insights into every match. Experience the evolution of fan engagement through interactive, AI-driven platforms that bring every game closer to the audiences worldwide. Feel the rush as you step into virtual reality experiences that transcend traditional spectating. With exclusive insights into predictive modelling strategies, injury prevention technologies, and ethical considerations intertwined with AI, you'll be poised to understand the future of tennis. Whether you're a seasoned player, an aspiring coach, or just an avid fan of tennis, this book piques curiosity and fuels a newfound excitement for how games are played and experienced. Embrace this opportunity to envision tennis not just as a sport but as a dynamic convergence of human skill and innovative technology–forever changing how tennis is played, watched, and understood. Ready to step onto the court of the future?


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.


AI for Games

AI for Games

Author: Ian Millington

Publisher: CRC Press

Published: 2021-11-15

Total Pages: 85

ISBN-13: 1000475514

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What is artificial intelligence? How is artificial intelligence used in game development? Game development lives in its own technical world. It has its own idioms, skills, and challenges. That’s one of the reasons games are so much fun to work on. Each game has its own rules, its own aesthetic, and its own trade-offs, and the hardware it will run on keeps changing. AI for Games is designed to help you understand one element of game development: artificial intelligence (AI).


AI for Game Developers

AI for Game Developers

Author: David M. Bourg

Publisher: "O'Reilly Media, Inc."

Published: 2004

Total Pages: 398

ISBN-13: 9780596005559

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From the author of "Physics for Game Developers," comes a new, non-threatening introduction to the complex subject of game programming.


AI for Games, Third Edition

AI for Games, Third Edition

Author: Ian Millington

Publisher: CRC Press

Published: 2019-03-18

Total Pages: 997

ISBN-13: 1351053280

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AI is an integral part of every video game. This book helps professionals keep up with the constantly evolving technological advances in the fast growing game industry and equips students with up-to-date information they need to jumpstart their careers. This revised and updated Third Edition includes new techniques, algorithms, data structures and representations needed to create powerful AI in games. Key Features A comprehensive professional tutorial and reference to implement true AI in games Includes new exercises so readers can test their comprehension and understanding of the concepts and practices presented Revised and updated to cover new techniques and advances in AI Walks the reader through the entire game AI development process


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


Programming Game AI by Example

Programming Game AI by Example

Author: Mat Buckland

Publisher: Jones & Bartlett Learning

Published: 2005

Total Pages: 522

ISBN-13: 9781556220784

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This book describes in detail many of the AI techniques used in modern computer games, explicity shows how to implement these practical techniques within the framework of several game developers with a practical foundation to game AI.


Artificial Intelligence and Games

Artificial Intelligence and Games

Author: Georgios N. Yannakakis

Publisher: Springer

Published: 2018-02-17

Total Pages: 350

ISBN-13: 3319635190

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This is the first textbook dedicated to explaining how artificial intelligence (AI) techniques can be used in and for games. After introductory chapters that explain the background and key techniques in AI and games, the authors explain how to use AI to play games, to generate content for games and to model players. The book will be suitable for undergraduate and graduate courses in games, artificial intelligence, design, human-computer interaction, and computational intelligence, and also for self-study by industrial game developers and practitioners. The authors have developed a website (http://www.gameaibook.org) that complements the material covered in the book with up-to-date exercises, lecture slides and reading.


Behavioral Mathematics for Game AI

Behavioral Mathematics for Game AI

Author: Dave Mark

Publisher: Cengage Learning Ptr

Published: 2009

Total Pages: 459

ISBN-13: 9781584506843

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Human behavior is never an exact science, making the design and programming of artificial intelligence that seeks to replicate human behavior difficult. Usually, the answers cannot be found in sterile algorithms that are often the focus of artificial intelligence programming. However, by analyzing why people behave the way we do, we can break down the process into increasingly smaller components. We can model many of those individual components in the language of logic and mathematics and then reassemble them into larger, more involved decision-making processes. Drawing from classical game theory, "Behavioral Mathematics for Game AI" covers both the psychological foundations of human decisions and the mathematical modeling techniques that AI designers and programmers can use to replicate them. With examples from both real life and game situations, you'll explore topics such as utility, the fallacy of rational behavior, and the inconsistencies and contradictions that human behavior often exhibits. You'll examine various ways of using statistics, formulas, and algorithms to create believable simulations and to model these dynamic, realistic, and interesting behaviors in video games. Finally, you'll be introduced to a number of tools you can use in conjunction with standard AI algorithms to make it easier to utilize the mathematical models.


Game AI Pro 3

Game AI Pro 3

Author: Steve Rabin

Publisher: CRC Press

Published: 2017-07-12

Total Pages: 541

ISBN-13: 1498742599

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Game AI Pro3: Collected Wisdom of Game AI Professionals presents state-of-the-art tips, tricks, and techniques drawn from developers of shipped commercial games as well as some of the best-known academics in the field. This book acts as a toolbox of proven techniques coupled with the newest advances in game AI. These techniques can be applied to almost any game and include topics such as behavior trees, utility theory, path planning, character behavior, and tactical reasoning. KEY FEATURES Contains 42 chapters from 50 of the game industry’s top developers and researchers. Provides real-life case studies of game AI in published commercial games. Covers a wide range of AI in games, with topics applicable to almost any game. Includes downloadable demos and/or source code, available at http://www.gameaipro.com SECTION EDITORS Neil Kirby General Wisdom Alex Champandard Architecture Nathan Sturtevant Movement and Pathfinding Damian Isla Character Behavior Kevin Dill Tactics and Strategy; Odds and Ends