Erler philipp (8 résultats)

- Couverture souple
Vendeur : Books Puddle, Woodside, NY, Etats-UnisBooks Puddle
Contacter le vendeurVendeur avec une évaluation de 4 étoilesEtat: Neuf
EUR 51,30
EUR 3,58 expéditionExpédition nationale : Etats-UnisQuantité disponible : 4 disponibles
Etat : New.

- Couverture souple
Vendeur : preigu, Osnabrück, Allemagnepreigu
Contacter le vendeurVendeur avec une évaluation de 5 étoilesEtat: Neuf
EUR 115,60
EUR 70,00 expéditionExpédition depuis Allemagne vers Etats-UnisQuantité disponible : 5 disponibles
Taschenbuch. Etat : Neu. Decision Making in a Life Simulation Game | Using Behavior Trees and Utility Functions for the Behavior of the Crewmembers in Cosmonautica | Philipp Erler | Taschenbuch | 68 S. | Englisch | 2014 | AV Akademikerverlag | EAN 9783639678215 | Verantwortliche Person für die EU: preigu GmbH & Co. KG, Lengericher Landstr. 19, 49078 Osnabrück, mail[at]preigu[dot]de | Anbieter: preigu. …

- Couverture souple
- impression à la demande
Vendeur : BuchWeltWeit Ludwig Meier e.K., Bergisch Gladbach, AllemagneBuchWeltWeit Ludwig Meier e.K.
Contacter le vendeurVendeur avec une évaluation de 5 étoilesEtat: Neuf
EUR 28,90
EUR 23,00 expéditionExpédition depuis Allemagne vers Etats-UnisQuantité disponible : 2 disponibles
Taschenbuch. Etat : Neu. This item is printed on demand - it takes 3-4 days longer - Neuware -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. 68 pp. Englisch.…

- Couverture souple
- impression à la demande
Vendeur : Majestic Books, Hounslow, Royaume-UniMajestic Books
Contacter le vendeurVendeur avec une évaluation de 4 étoilesEtat: Neuf
EUR 49,84
EUR 7,79 expéditionExpédition depuis Royaume-Uni vers Etats-UnisQuantité disponible : 4 disponibles
Etat : New. Print on Demand.

- Couverture souple
- impression à la demande
Vendeur : Biblios, frankfurt am main, HESSE, AllemagneBiblios
Contacter le vendeurVendeur avec une évaluation de 4 étoilesEtat: Neuf
EUR 50,14
EUR 9,95 expéditionExpédition depuis Allemagne vers Etats-UnisQuantité disponible : 4 disponibles
Etat : New. PRINT ON DEMAND.

- Couverture souple
- impression à la demande
Vendeur : AHA-BUCH GmbH, Einbeck, AllemagneAHA-BUCH GmbH
Contacter le vendeurVendeur avec une évaluation de 5 étoilesEtat: Neuf
EUR 28,90
EUR 35,00 expéditionExpédition depuis Allemagne vers Etats-UnisQuantité disponible : 1 disponible
Taschenbuch. Etat : Neu. nach der Bestellung gedruckt Neuware - Printed after ordering - 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.…

- Couverture souple
- impression à la demande
Vendeur : moluna, Greven, Allemagnemoluna
Contacter le vendeurVendeur avec une évaluation de 5 étoilesEtat: Neuf
EUR 24,99
EUR 48,99 expéditionExpédition depuis Allemagne vers Etats-UnisQuantité disponible : Plus de 20 disponibles
Kartoniert / Broschiert. Etat : New. Dieser Artikel ist ein Print on Demand Artikel und wird nach Ihrer Bestellung fuer Sie gedruckt. Autor/Autorin: Erler PhilippPhilipp Erler studied Software Engineering at the University of Applied Sciences in Esslingen. Since the practical semester, he has been working Chasing Carrots, a small independent game developer in Stuttgart. Now, the .…

- Couverture souple
- impression à la demande
Vendeur : buchversandmimpf2000, Emtmannsberg, BAYE, Allemagnebuchversandmimpf2000
Contacter le vendeurVendeur avec une évaluation de 5 étoilesEtat: Neuf
EUR 115,60
EUR 60,00 expéditionExpédition depuis Allemagne vers Etats-UnisQuantité disponible : 1 disponible
Taschenbuch. Etat : Neu. This item is printed on demand - Print on Demand Titel. Neuware -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.OmniScriptum SRL, Str. Armeneasca 28/1, office 1, 2012 Chisinau 68 pp. Englisch.…