Decision Making in a Life Simulation Game - Using Behavior Trees and Utility Functions for the Behavior of the Crewmembers in Cosmonautica
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Schnitt | € 33,35 | € 28,90 | € 30,73 |
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1
Decision Making in a Life Simulation Game
EN PB NW
ISBN: 9783639678215 bzw. 3639678214, in Englisch, AV Akademikerverlag, Taschenbuch, neu.
Natural behavior of a single artificial intelligence or even entire groups is a great challenge but also necessary for the immersion in video games. The object of this work is to find and implement the best technique for the behaviors of the simulated people in "Cosmonautica," Chasing Carrots' next game. The comparison of the different decision-making techniques shows that behavior trees combined with utility functions are the best choice due to their overall composition of flexibility, quality, performance, re-usability, and maintainability. Now, behavior trees are used in "Cosmonautica" to control the behavior of crewmembers in the player's space ship. They determine e.g. in which situations the crew members work or when a need has to be satisfied. Utility functions are used to compare all possible actions to decide which work task or activity needs to be done. This combination of behavior trees and utility functions has proved to be an easy and powerful way to control the behavior of artificial intelligences.
2
Decision Making in a Life Simulation Game: Using Behavior Trees and Utility Functions for the Behavior of the Crewmembers in Cosmonautica (2014)
EN PB NW
ISBN: 9783639678215 bzw. 3639678214, in Englisch, 68 Seiten, AV Akademikerverlag, Taschenbuch, neu.
New from: $33.34 (13 Offers)
Used from: $40.91 (5 Offers)
Show more 18 Offers at Amazon.com
Lieferung aus: Vereinigte Staaten von Amerika, Usually ships in 4-5 business days, Real shipping costs can differ.
Von Händler/Antiquariat, Blackwell's U.K. *Tracked Service to the USA*.
Natural behavior of a single artificial intelligence or even entire groups is a great challenge but also necessary for the immersion in video games. The object of this work is to find and implement the best technique for the behaviors of the simulated people in “Cosmonautica”, Chasing Carrots’ next game. The comparison of the different decision-making techniques shows that behavior trees combined with utility functions are the best choice due to their overall composition of flexibility, quality, performance, re-usability, and maintainability. Now, behavior trees are used in “Cosmonautica” to control the behavior of crewmembers in the player's space ship. They determine e.g. in which situations the crew members work or when a need has to be satisfied. Utility functions are used to compare all possible actions to decide which work task or activity needs to be done. This combination of behavior trees and utility functions has proved to be an easy and powerful way to control the behavior of artificial intelligences. Paperback, Label: AV Akademikerverlag, AV Akademikerverlag, Product group: Book, Published: 2014-11-20, Release date: 2014-11-20, Studio: AV Akademikerverlag.
Von Händler/Antiquariat, Blackwell's U.K. *Tracked Service to the USA*.
Natural behavior of a single artificial intelligence or even entire groups is a great challenge but also necessary for the immersion in video games. The object of this work is to find and implement the best technique for the behaviors of the simulated people in “Cosmonautica”, Chasing Carrots’ next game. The comparison of the different decision-making techniques shows that behavior trees combined with utility functions are the best choice due to their overall composition of flexibility, quality, performance, re-usability, and maintainability. Now, behavior trees are used in “Cosmonautica” to control the behavior of crewmembers in the player's space ship. They determine e.g. in which situations the crew members work or when a need has to be satisfied. Utility functions are used to compare all possible actions to decide which work task or activity needs to be done. This combination of behavior trees and utility functions has proved to be an easy and powerful way to control the behavior of artificial intelligences. Paperback, Label: AV Akademikerverlag, AV Akademikerverlag, Product group: Book, Published: 2014-11-20, Release date: 2014-11-20, Studio: AV Akademikerverlag.
3
Decision Making in a Life Simulation Game: Using Behavior Trees and Utility Functions for the Behavior of the Crewmembers in Cosmonautica (2014)
EN PB US
ISBN: 9783639678215 bzw. 3639678214, in Englisch, 68 Seiten, AV Akademikerverlag, Taschenbuch, gebraucht.
New from: £20.99 (12 Offers)
Used from: £32.32 (3 Offers)
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Lieferung aus: Vereinigtes Königreich Großbritannien und Nordirland, Usually dispatched within 2-3 business days, plus shipping (if shipped).
Von Händler/Antiquariat, langton_info_england.
Die Beschreibung dieses Angebotes ist von geringer Qualität oder in einer Fremdsprache. Trotzdem anzeigen
Von Händler/Antiquariat, langton_info_england.
Die Beschreibung dieses Angebotes ist von geringer Qualität oder in einer Fremdsprache. Trotzdem anzeigen
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Decision Making in a Life Simulation Game: Using Behavior Trees and Utility Functions for the Behavior of the Crewmembers in Cosmonautica
DE PB NW
ISBN: 9783639678215 bzw. 3639678214, in Deutsch, AV Akademikerverlag, Taschenbuch, neu.
Lieferung aus: Kanada, plus shipping.
Von Händler/Antiquariat, Russell Books Ltd.
AV Akademikerverlag. PAPERBACK. 3639678214 Special order direct from the distributor . New.
Von Händler/Antiquariat, Russell Books Ltd.
AV Akademikerverlag. PAPERBACK. 3639678214 Special order direct from the distributor . New.
5
Decision Making in a Life Simulation Game Using Behavior Trees and Utility Functions for the Behavior of the Crewmembers in Cosmonautica (2014)
DE NW
ISBN: 3639678214 bzw. 9783639678215, in Deutsch, AV Akademikerverlag, neu.
Von Händler/Antiquariat, MARZIES.de Buch- und Medienhandel, 14621 Sch.
Kartoniert / Broschiert, neu.
Kartoniert / Broschiert, neu.
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