Ch. 1. Introduction -- Defining Artificial Intelligence -- Knowledge Management -- AI Put Simply -- Defining Artificial Life -- Top-Down versus Bottom-Up Intelligence -- Ch. 2. Using Artificial Intelligence in Video Games -- AI in Video Games -- Applying the Theories -- Ch. 3. Uses for Artificial Life in Video Games -- Modeling Natural Behavior -- AI Techniques in A-Life -- Using A-Life in Video Game Development -- A-Life in the Design Phase -- A-Life in the Development Phase -- A-Life in Video Game Testing -- Post-Development A-Life -- Ch. 4. The A-Life Programming Paradigm -- A-Life: The Game within the Game -- Evolving Behavior -- Planning the A-Life Implementation -- Summary -- Ch. 5. Building Blocks -- AI and A-Life Building Blocks -- Deploying the Building Blocks -- Ground-Up Deployment -- Summary -- Ch. 6. The Power of Emergent Behavior -- Defining Emergent Behavior -- The "Sum of Parts" Emergence Design -- The Individual Dynamic Emergence Design -- The Group Dynamic Emergence Design -- The Reproductive Mechanism in Emergence -- Ch. 7. Testing with artificial Life -- Testing A-Life -- Bottom-Up Testing -- Testing AI with A-Life -- Testing A-Life with A-Life -- Ch. 8. Several A-Life Examples -- Movement and Interaction -- A-Life Control Systems -- A-Life in Puzzles, Board Games, Simulations -- Video Game Personalities -- Ch. 9. Multiplayer AI and A-Life -- Managing Emergence -- Enhancing the Experience -- Implementing A-Life in Multiplayer Environments -- Ch. 10. The Application of A-Life Outside the Lab -- Simple Genetic Algorithms -- Breeding Behavioral Patterns -- Datasets versus Functionality.
0
SYSTEM REQUIREMENTS NOTE (ELECTRONIC RESOURCES)
Text of Note
Master and use copy. Digital master created according to Benchmark for Faithful Digital Reproductions of Monographs and Serials, Version 1. Digital Library Federation, December 2002.