AI for Games and Animation: A Cognitive Modeling Approach / Edition 1

AI for Games and Animation: A Cognitive Modeling Approach / Edition 1

by John David Funge
ISBN-10:
1568811039
ISBN-13:
9781568811031
Pub. Date:
07/22/1999
Publisher:
Taylor & Francis
ISBN-10:
1568811039
ISBN-13:
9781568811031
Pub. Date:
07/22/1999
Publisher:
Taylor & Francis
AI for Games and Animation: A Cognitive Modeling Approach / Edition 1

AI for Games and Animation: A Cognitive Modeling Approach / Edition 1

by John David Funge

Hardcover

$110.0
Current price is , Original price is $110.0. You
$110.00 
  • SHIP THIS ITEM
    Qualifies for Free Shipping
  • PICK UP IN STORE
    Check Availability at Nearby Stores

Overview

John Funge introduces a new approach to creating autonomous characters. Cognitive modeling provides computer-animated characters with logic, reasoning, and planning skills. Individual chapters in the book provide concrete examples of advanced character animation, automated cinematography, and a real-time computer game. Source code, animations, images, and other resources are available at the book's website, listed below.

Product Details

ISBN-13: 9781568811031
Publisher: Taylor & Francis
Publication date: 07/22/1999
Pages: 236
Product dimensions: 6.00(w) x 9.00(h) x (d)

Table of Contents

Foreword — Preface — 1 Introduction — 1.1 Cognitive Character — 1.2 Domain Knowledge — 1.3 Character Instruction — 1.4 Knowledge Acquisition — 1.5 Phenomenology — 1.6 Implementation — 1.7 Other Models — 2 Background — 2.1 Geometric Models — 2.2 Kinematic Control — 2.3 Physical Models — 2.4 Noninterpenetration — 2.5 Biomechanical Mode — 2.6 Behavior and Cognitive Model — 2.7 Notes — 3 Domain Knowledge — 3.1 Mathematical Logic — 3.2 Situation Calculus — 3.3 D iscussion — 3.4 Notes — 4 Sensing — 4.1 Knowledge Producing Actions. — 4.2 Interval Arithmetic — 4.3 Interval-valued Epistemic Fluents — 4.4 Inaccurate Sensors — 4.5 Sensing Changing Values — 4.6 Correctness — 4.7 Operators for Interval Arithmetic — 4.8 Knowledge of Terms — 4.9 Usefulness — 4.10 Notes — 5 Character Instruction — 5.1 Predefined Behavior — 5.2 Goal-directed Behavior — 5.3 The Middle Ground — 5.4 A Simple Tutorial Example: Maze Solving — 5.5 D iscussion — 5.6 Notes — 6 Learning — 6.1 Machine Learning — 6.2 Creating a Training Set — 6.3 Representation of the Learned Function — 6.4 Learning Algorithm — 6.5 D iscussion — 6.6 Notes — 7 Putting It All Together — 7.1 A Predefined Behavior Layer — 7.2 Interface. — 7.3 Roiling Forward — 7.4 Embedding Goal-directed Behavior — 7.5 Intelligent Flocks — 7.6 Notes — 8 CML — 8.1 Precondition and Effect Axioms — 8.2 Complex A ctioNS — 8.3 Discussion — 8.4 Notes — 9 Cinematography — 9.1 Automated Cinematography — 9.2 Implementation — 9.3 Discussion — 9.4 Notes — 10 Prehistoric World — 10.1 The Prehistoric World — 10.2 Effect A xioms — 10.3 Precondition A xiomS — 10.4 Character Instruction — 10.5 Implementation. — 10.6 D iscussion — 10.7 Notes — 11 Undersea world — 11.1 D iscussion — 11.2 Overview — 11.3 Evasion BehavioR — 11.4 The Great Escape — 11.5 Pet Protection — 11.6 General Melee — 11.7 Visibility Testing — 11.8 Low-level System Implementation — 11.9 Discussion — ll.lONotes — 12 Conclusion — 12.1 AI Accelerator cards — 12.2 R obotics. — 12.3 Electronic Commerce and Web Avatars. — 12.4 Other Applications. — 12.5 Conclusion — Bibliography — Index.
From the B&N Reads Blog

Customer Reviews