Philipp Erler (8 results)

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  • Language: English

    Published by AV Akademikerverlag, 2014

    3639678214 / 9783639678215

    • Softcover

    Seller: Books Puddle, Woodside, NY, U.S.A.Books Puddle

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  • Language: English

    Published by AV Akademikerverlag, 2014

    3639678214 / 9783639678215

    • Softcover

    Seller: preigu, Osnabrück, Germanypreigu

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    Taschenbuch. Condition: 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.…

  • Language: English

    Published by AV Akademikerverlag Nov 2014, 2014

    3639678214 / 9783639678215

    • Softcover
    • Print on Demand

    Seller: BuchWeltWeit Ludwig Meier e.K., Bergisch Gladbach, GermanyBuchWeltWeit Ludwig Meier e.K.

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    Taschenbuch. Condition: 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.…

  • Language: English

    Published by AV Akademikerverlag, 2014

    3639678214 / 9783639678215

    • Softcover
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    Seller: Majestic Books, Hounslow, United KingdomMajestic Books

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  • Language: English

    Published by AV Akademikerverlag, 2014

    3639678214 / 9783639678215

    • Softcover
    • Print on Demand

    Seller: Biblios, frankfurt am main, HESSE, GermanyBiblios

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  • Language: English

    Published by AV Akademikerverlag, 2014

    3639678214 / 9783639678215

    • Softcover
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    Seller: moluna, Greven, Germanymoluna

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    Kartoniert / Broschiert. Condition: 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 .…

  • Language: English

    Published by AV Akademikerverlag, 2014

    3639678214 / 9783639678215

    • Softcover
    • Print on Demand

    Seller: AHA-BUCH GmbH, Einbeck, GermanyAHA-BUCH GmbH

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    Taschenbuch. Condition: 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.…

  • Language: English

    Published by AV Akademikerverlag Nov 2014, 2014

    3639678214 / 9783639678215

    • Softcover
    • Print on Demand

    Seller: buchversandmimpf2000, Emtmannsberg, BAYE, Germanybuchversandmimpf2000

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    Taschenbuch. Condition: 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.…