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As has been pointed out by several industrial game AI developers the lack of behavioral modularity across games and in-game tasks is detrimental for the development of high quality AI [605, 171]. An increasingly popular method for ad-hoc behavior authoring that eliminates the modularity limitations of FSMs and BTs is the utility-based AI approach which can be used for the design of control and decision making systems in games [425, 557]. Following this approach, instances in the game get assigned a particular utility function that gives a value for the importance of the particular instance [10, 169]. For instance, the importance of an enemy being present at a particular distance or the impor...
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.
The surprising history of the Commodore 64, the best-selling home computer of the 1980s—the machine that taught the world that computing should be fun. The Commodore 64 (C64) is officially the best-selling desktop computer model of all time, according to The Guinness Book of World Records. It was also, from 1985 to 1993, the platform for which most video games were made. But while it sold at least twice as many units as other home computers of its time, like the Apple II, ZX Spectrum, or Commodore Amiga, it is strangely forgotten in many computer histories. In Too Much Fun, Jesper Juul argues that the C64 was so popular because it was so versatile, a machine developers and users would rein...
This book considers the four essential cores of game design: Mechanics, the interactive elements that allow players to be part and interact with the game itself; Economy, the resources and numerical concepts that will enable players to evaluate and consider the options in the game, creating strategy, risk, and fun; Narrative, the textual features that enable players to create and generate meaning for the game and its parts; and the Aesthetics, the audiovisual elements that allow players to experience the game through their senses and feelings. This book discusses all four essential cores and how to design games by using each one as a starting point. It also discusses how each one is connected and can be understood as a valuable tool to elevate a game's design. It follows a practical approach to how we can implement the game design and development process by being prototype-focused, user-centred, and lean. This book will be of great interest to students, indie game developers, and aspiring early-career designers looking to hone their game design craft.
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Among the immortals--Leonardo, Rembrandt, Picasso--Michelangelo stands alone as a master of painting, sculpture, and architecture. He was not only the greatest artist in an age of giants, but a man who reinvented the practice of art itself. Throughout his long career he clashed with patrons by insisting that he had no master but his own demanding muse and promoting the novel idea that it was the artist, rather than the lord who paid for it, who was creative force behind the work. This is the life of perhaps the most famous, most revolutionary artist in history, told through the stories of six of his magnificent masterpieces.
DigiCat Publishing presents to you this special edition of "The Life of Michelangelo Buonarroti" by John Addington Symonds. DigiCat Publishing considers every written word to be a legacy of humankind. Every DigiCat book has been carefully reproduced for republishing in a new modern format. The books are available in print, as well as ebooks. DigiCat hopes you will treat this work with the acknowledgment and passion it deserves as a classic of world literature.
"As he entered his seventies, the great Italian Renaissance artist Michelangelo despaired that his productive years were past. Anguished by the death of friends and discouraged by the loss of commissions to younger artists, this supreme painter and sculptor began carving his own tomb. It was at this unlikely moment that fate intervened to task Michelangelo with the most ambitious and daunting project of his long creative life. 'Michelangelo, God's Architect' is the first book to tell the full story of Michelangelo's final two decades, when the peerless artist refashioned himself into the master architect of St. Peter's Basilica and other major buildings. When the Pope handed Michelangelo con...
The ‘Divine’ sculptor, painter, architect, poet and engineer, Michelangelo Buonarroti exerted an unparalleled influence on the development of Western art, producing masterpieces that rank among the most famous in existence. Delphi’s groundbreaking ‘Masters of Art Series’ presents the world’s first digital e-Art books, allowing digital readers to explore the works of the world’s greatest artists in comprehensive detail. This volume presents the complete works of Michelangelo in all mediums, with concise introductions, hundreds of high quality images and the usual Delphi bonus material. (Version 1) * The complete paintings of Michelangelo — over 400 images, fully indexed and ar...