wyszukanych pozycji: 6
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Artificial General Intelligence
ISBN: 9780262549349 / Angielski Termin realizacji zamówienia: ok. 16-18 dni roboczych (Bez gwarancji dostawy przed świętami) |
cena:
69,17 |
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Playing Smart: On Games, Intelligence, and Artificial Intelligence
ISBN: 9780262055802 / Angielski Termin realizacji zamówienia: ok. 30 dni roboczych (Bez gwarancji dostawy przed świętami) |
cena:
94,99 |
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Artificial Intelligence and Games
ISBN: 9783031833465 / Angielski / Twarda / 2025 / 507 str. Termin realizacji zamówienia: ok. 22 dni roboczych (Bez gwarancji dostawy przed świętami) This book covers artificial intelligence methods applied to games, both in research and game development. It is aimed at graduate students, researchers, game developers, and readers with a technical background interested in the intersection of AI and games. The book covers a range of AI methods, from traditional search, planning, and optimization, to modern machine learning methods, including diffusion models and large language models. It discusses applications to playing games, generating content, and modeling players, including use cases such as level generation, game testing, intelligent...
This book covers artificial intelligence methods applied to games, both in research and game development. It is aimed at graduate students, researcher...
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cena:
242,07 |
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Artificial Intelligence and Games
ISBN: 9783319875767 / Angielski / Miękka / 2019 / 337 str. Termin realizacji zamówienia: ok. 22 dni roboczych (Bez gwarancji dostawy przed świętami) |
cena:
141,19 |
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Procedural Content Generation in Games
ISBN: 9783319826431 / Angielski / Miękka / 2018 / 237 str. Termin realizacji zamówienia: ok. 22 dni roboczych (Bez gwarancji dostawy przed świętami) |
cena:
189,61 |
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Procedural Content Generation in Games
ISBN: 9783319427140 / Angielski / Twarda / 2016 / 237 str. Termin realizacji zamówienia: ok. 22 dni roboczych (Bez gwarancji dostawy przed świętami) This book presents the most up-to-date coverage of procedural content generation (PCG) for games, specifically the procedural generation of levels, landscapes, items, rules, quests, or other types of content. Each chapter explains an algorithm type or domain, including fractal methods, grammar-based methods, search-based and evolutionary methods, constraint-based methods, and narrative, terrain, and dungeon generation. The authors are active academic researchers and game developers, and the book is appropriate for undergraduate and graduate students of courses on games and creativity;...This book presents the most up-to-date coverage of procedural content generation (PCG) for games, specifically the procedural generation of levels,... |
cena:
262,25 |