Seller: Anybook.com, Lincoln, United Kingdom
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Add to basketCondition: Good. Volume 71. This is an ex-library book and may have the usual library/used-book markings inside.This book has soft covers. In good all round condition. Please note the Image in this listing is a stock photo and may not match the covers of the actual item,450grams, ISBN:9783642091797.
Published by Springer Berlin / Heidelberg, 2007
ISBN 10: 3540727043 ISBN 13: 9783540727040
Language: English
Seller: Better World Books, Mishawaka, IN, U.S.A.
Condition: Very Good. Former library book; may include library markings. Used book that is in excellent condition. May show signs of wear or have minor defects.
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Add to basketCondition: New. pp. 212.
Condition: Brand New. New. US edition. Expediting shipping for all USA and Europe orders excluding PO Box. Excellent Customer Service.
Seller: Ria Christie Collections, Uxbridge, United Kingdom
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Seller: Lucky's Textbooks, Dallas, TX, U.S.A.
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Seller: Lucky's Textbooks, Dallas, TX, U.S.A.
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Seller: Ria Christie Collections, Uxbridge, United Kingdom
US$ 192.48
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Published by Springer-Verlag Berlin and Heidelberg GmbH & Co. KG, Berlin, 2010
ISBN 10: 3642091792 ISBN 13: 9783642091797
Language: English
Seller: Grand Eagle Retail, Bensenville, IL, U.S.A.
First Edition
Paperback. Condition: new. Paperback. The evolution of technologies has greatly changed the basic structure of our industry and nature of our daily lives. Industries which did not exist several decades ago have made remarkable progress in recent years and ?ourished. One of the most typical examples is the computer game industry. This book presents a sample of the most recent research concerning the application of computational intelligence techniques and internet technology in computer games. This book contains eight chapters. The ?rst chapter, by N. Baba and H. Handa, is on utilization of evolutionary algorithms to increase excitement of the COMMONS GAME. It is shown that the original COMMONS GAME which is one of the most popular environmental games has been made much more exciting by the intelligent utilization of the two evolutionary algorithms. The second chapter, by H. Barber and D. Kudenko, is on adaptive g- eration of dilemma-based interactive narratives. In this chapter, they present an interactive narrative generator that can create story lines that incorporate dilemmas to add dramatic tension. They also brie?y touch upon the pos- bility that their work could provide a useful tool for making dramatically interesting game playing possible. The third chapter, by J. Tongelius, S.M. Lucas, and R.D. Nardi, is on computational intelligence (CI) in racing games. The authors suggest that CI techniques can be used for various purposes such as controller evolution for the racing and track evolution for a pro?cient player. It is shown that the original COMMONS GAME which is one of the most popular environmental games has been made much more exciting by the intelligent utilization of the two evolutionary algorithms. Shipping may be from multiple locations in the US or from the UK, depending on stock availability.
Published by Springer-Verlag Berlin and Heidelberg GmbH & Co. KG, Berlin, 2007
ISBN 10: 3540727043 ISBN 13: 9783540727040
Language: English
Seller: Grand Eagle Retail, Bensenville, IL, U.S.A.
Hardcover. Condition: new. Hardcover. The evolution of technologies has greatly changed the basic structure of our industry and nature of our daily lives. Industries which did not exist several decades ago have made remarkable progress in recent years and ?ourished. One of the most typical examples is the computer game industry. This book presents a sample of the most recent research concerning the application of computational intelligence techniques and internet technology in computer games. This book contains eight chapters. The ?rst chapter, by N. Baba and H. Handa, is on utilization of evolutionary algorithms to increase excitement of the COMMONS GAME. It is shown that the original COMMONS GAME which is one of the most popular environmental games has been made much more exciting by the intelligent utilization of the two evolutionary algorithms. The second chapter, by H. Barber and D. Kudenko, is on adaptive g- eration of dilemma-based interactive narratives. In this chapter, they present an interactive narrative generator that can create story lines that incorporate dilemmas to add dramatic tension. They also brie?y touch upon the pos- bility that their work could provide a useful tool for making dramatically interesting game playing possible. The third chapter, by J. Tongelius, S.M. Lucas, and R.D. Nardi, is on computational intelligence (CI) in racing games. The authors suggest that CI techniques can be used for various purposes such as controller evolution for the racing and track evolution for a pro?cient player. It is shown that the original COMMONS GAME which is one of the most popular environmental games has been made much more exciting by the intelligent utilization of the two evolutionary algorithms. Shipping may be from multiple locations in the US or from the UK, depending on stock availability.
Condition: New. pp. 212.
Published by Springer Berlin Heidelberg, Springer Berlin Heidelberg, 2010
ISBN 10: 3642091792 ISBN 13: 9783642091797
Language: English
Seller: AHA-BUCH GmbH, Einbeck, Germany
US$ 192.61
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Add to basketTaschenbuch. Condition: Neu. Druck auf Anfrage Neuware - Printed after ordering - The evolution of technologies has greatly changed the basic structure of our industry and nature of our daily lives. Industries which did not exist several decades ago have made remarkable progress in recent years and ourished. One of the most typical examples is the computer game industry. This book presents a sample of the most recent research concerning the application of computational intelligence techniques and internet technology in computer games. This book contains eight chapters. The rst chapter, by N. Baba and H. Handa, is on utilization of evolutionary algorithms to increase excitement of the COMMONS GAME. It is shown that the original COMMONS GAME which is one of the most popular environmental games has been made much more exciting by the intelligent utilization of the two evolutionary algorithms. The second chapter, by H. Barber and D. Kudenko, is on adaptive g- eration of dilemma-based interactive narratives. In this chapter, they present an interactive narrative generator that can create story lines that incorporate dilemmas to add dramatic tension. They also brie y touch upon the pos- bility that their work could provide a useful tool for making dramatically interesting game playing possible. The third chapter, by J. Tongelius, S.M. Lucas, and R.D. Nardi, is on computational intelligence (CI) in racing games. The authors suggest that CI techniques can be used for various purposes such as controller evolution for the racing and track evolution for a pro cient player.
Published by Springer Berlin Heidelberg, 2007
ISBN 10: 3540727043 ISBN 13: 9783540727040
Language: English
Seller: moluna, Greven, Germany
US$ 213.79
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Add to basketGebunden. Condition: New. Contains the latest research in the area of advanced intelligent paradigms in computer gamesThis book explores all the latest research in the area of advanced intelligent paradigms in computer games. It presents a sample of the most recent res.
Published by Springer, Berlin, Springer Berlin Heidelberg, Springer, 2007
ISBN 10: 3540727043 ISBN 13: 9783540727040
Language: English
Seller: AHA-BUCH GmbH, Einbeck, Germany
US$ 199.97
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Add to basketBuch. Condition: Neu. Druck auf Anfrage Neuware - Printed after ordering - The evolution of technologies has greatly changed the basic structure of our industry and nature of our daily lives. Industries which did not exist several decades ago have made remarkable progress in recent years and ourished. One of the most typical examples is the computer game industry. This book presents a sample of the most recent research concerning the application of computational intelligence techniques and internet technology in computer games. This book contains eight chapters. The rst chapter, by N. Baba and H. Handa, is on utilization of evolutionary algorithms to increase excitement of the COMMONS GAME. It is shown that the original COMMONS GAME which is one of the most popular environmental games has been made much more exciting by the intelligent utilization of the two evolutionary algorithms. The second chapter, by H. Barber and D. Kudenko, is on adaptive g- eration of dilemma-based interactive narratives. In this chapter, they present an interactive narrative generator that can create story lines that incorporate dilemmas to add dramatic tension. They also brie y touch upon the pos- bility that their work could provide a useful tool for making dramatically interesting game playing possible. The third chapter, by J. Tongelius, S.M. Lucas, and R.D. Nardi, is on computational intelligence (CI) in racing games. The authors suggest that CI techniques can be used for various purposes such as controller evolution for the racing and track evolution for a pro cient player.
Seller: Mispah books, Redhill, SURRE, United Kingdom
US$ 246.08
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Add to basketHardcover. Condition: Like New. Like New. book.
Published by Springer Berlin Heidelberg, 2007
ISBN 10: 3642091792 ISBN 13: 9783642091797
Language: English
Seller: Revaluation Books, Exeter, United Kingdom
US$ 268.67
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Add to basketPaperback. Condition: Brand New. 202 pages. 9.00x6.00x0.48 inches. In Stock.
Published by Springer-Verlag Berlin and Heidelberg GmbH & Co. KG, Berlin, 2010
ISBN 10: 3642091792 ISBN 13: 9783642091797
Language: English
Seller: AussieBookSeller, Truganina, VIC, Australia
First Edition
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Add to basketPaperback. Condition: new. Paperback. The evolution of technologies has greatly changed the basic structure of our industry and nature of our daily lives. Industries which did not exist several decades ago have made remarkable progress in recent years and ?ourished. One of the most typical examples is the computer game industry. This book presents a sample of the most recent research concerning the application of computational intelligence techniques and internet technology in computer games. This book contains eight chapters. The ?rst chapter, by N. Baba and H. Handa, is on utilization of evolutionary algorithms to increase excitement of the COMMONS GAME. It is shown that the original COMMONS GAME which is one of the most popular environmental games has been made much more exciting by the intelligent utilization of the two evolutionary algorithms. The second chapter, by H. Barber and D. Kudenko, is on adaptive g- eration of dilemma-based interactive narratives. In this chapter, they present an interactive narrative generator that can create story lines that incorporate dilemmas to add dramatic tension. They also brie?y touch upon the pos- bility that their work could provide a useful tool for making dramatically interesting game playing possible. The third chapter, by J. Tongelius, S.M. Lucas, and R.D. Nardi, is on computational intelligence (CI) in racing games. The authors suggest that CI techniques can be used for various purposes such as controller evolution for the racing and track evolution for a pro?cient player. It is shown that the original COMMONS GAME which is one of the most popular environmental games has been made much more exciting by the intelligent utilization of the two evolutionary algorithms. Shipping may be from our Sydney, NSW warehouse or from our UK or US warehouse, depending on stock availability.
Published by Springer-Verlag Berlin and Heidelberg GmbH & Co. KG, Berlin, 2007
ISBN 10: 3540727043 ISBN 13: 9783540727040
Language: English
Seller: AussieBookSeller, Truganina, VIC, Australia
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Add to basketHardcover. Condition: new. Hardcover. The evolution of technologies has greatly changed the basic structure of our industry and nature of our daily lives. Industries which did not exist several decades ago have made remarkable progress in recent years and ?ourished. One of the most typical examples is the computer game industry. This book presents a sample of the most recent research concerning the application of computational intelligence techniques and internet technology in computer games. This book contains eight chapters. The ?rst chapter, by N. Baba and H. Handa, is on utilization of evolutionary algorithms to increase excitement of the COMMONS GAME. It is shown that the original COMMONS GAME which is one of the most popular environmental games has been made much more exciting by the intelligent utilization of the two evolutionary algorithms. The second chapter, by H. Barber and D. Kudenko, is on adaptive g- eration of dilemma-based interactive narratives. In this chapter, they present an interactive narrative generator that can create story lines that incorporate dilemmas to add dramatic tension. They also brie?y touch upon the pos- bility that their work could provide a useful tool for making dramatically interesting game playing possible. The third chapter, by J. Tongelius, S.M. Lucas, and R.D. Nardi, is on computational intelligence (CI) in racing games. The authors suggest that CI techniques can be used for various purposes such as controller evolution for the racing and track evolution for a pro?cient player. It is shown that the original COMMONS GAME which is one of the most popular environmental games has been made much more exciting by the intelligent utilization of the two evolutionary algorithms. Shipping may be from our Sydney, NSW warehouse or from our UK or US warehouse, depending on stock availability.
Published by Springer, Berlin, Springer Berlin Heidelberg, Springer, 2007
ISBN 10: 3540727043 ISBN 13: 9783540727040
Language: English
Seller: BuchWeltWeit Ludwig Meier e.K., Bergisch Gladbach, Germany
US$ 192.61
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Add to basketBuch. Condition: Neu. This item is printed on demand - it takes 3-4 days longer - Neuware -The evolution of technologies has greatly changed the basic structure of our industry and nature of our daily lives. Industries which did not exist several decades ago have made remarkable progress in recent years and ourished. One of the most typical examples is the computer game industry. This book presents a sample of the most recent research concerning the application of computational intelligence techniques and internet technology in computer games. This book contains eight chapters. The rst chapter, by N. Baba and H. Handa, is on utilization of evolutionary algorithms to increase excitement of the COMMONS GAME. It is shown that the original COMMONS GAME which is one of the most popular environmental games has been made much more exciting by the intelligent utilization of the two evolutionary algorithms. The second chapter, by H. Barber and D. Kudenko, is on adaptive g- eration of dilemma-based interactive narratives. In this chapter, they present an interactive narrative generator that can create story lines that incorporate dilemmas to add dramatic tension. They also brie y touch upon the pos- bility that their work could provide a useful tool for making dramatically interesting game playing possible. The third chapter, by J. Tongelius, S.M. Lucas, and R.D. Nardi, is on computational intelligence (CI) in racing games. The authors suggest that CI techniques can be used for various purposes such as controller evolution for the racing and track evolution for a pro cient player. 201 pp. Englisch.
Published by Springer Berlin Heidelberg Nov 2010, 2010
ISBN 10: 3642091792 ISBN 13: 9783642091797
Language: English
Seller: BuchWeltWeit Ludwig Meier e.K., Bergisch Gladbach, Germany
US$ 192.61
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Add to basketTaschenbuch. Condition: Neu. This item is printed on demand - it takes 3-4 days longer - Neuware -This book explores all the latest research in the area of advanced intelligent paradigms in computer games. It presents a sample of the most recent research concerning the application of computational intelligence techniques and internet technology in computer games. The contents include: COMMONS GAME in intelligent environment; adaptive generation of dilemma-based interactive narratives; computational intelligence in racing games; evolutionary algorithms for board game players with domain knowledge; electronic market games; EVE's entropy; and capturing player enjoyment in computer games. 212 pp. Englisch.
Published by Springer Berlin Heidelberg, 2010
ISBN 10: 3642091792 ISBN 13: 9783642091797
Language: English
Seller: moluna, Greven, Germany
US$ 163.41
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Add to basketCondition: New. Dieser Artikel ist ein Print on Demand Artikel und wird nach Ihrer Bestellung fuer Sie gedruckt. Contains the latest research in the area of advanced intelligent paradigms in computer gamesThis book explores all the latest research in the area of advanced intelligent paradigms in computer games. It presents a sample of the most recent res.
Seller: Majestic Books, Hounslow, United Kingdom
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Add to basketCondition: New. Print on Demand pp. 212 43 Illus.
Published by Springer Berlin Heidelberg, Springer Berlin Heidelberg Nov 2010, 2010
ISBN 10: 3642091792 ISBN 13: 9783642091797
Language: English
Seller: buchversandmimpf2000, Emtmannsberg, BAYE, Germany
US$ 192.61
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Add to basketTaschenbuch. Condition: Neu. This item is printed on demand - Print on Demand Titel. Neuware -The evolution of technologies has greatly changed the basic structure of our industry and nature of our daily lives. Industries which did not exist several decades ago have made remarkable progress in recent years and ourished. One of the most typical examples is the computer game industry. This book presents a sample of the most recent research concerning the application of computational intelligence techniques and internet technology in computer games. This book contains eight chapters. The rst chapter, by N. Baba and H. Handa, is on utilization of evolutionary algorithms to increase excitement of the COMMONS GAME. It is shown that the original COMMONS GAME which is one of the most popular environmental games has been made much more exciting by the intelligent utilization of the two evolutionary algorithms. The second chapter, by H. Barber and D. Kudenko, is on adaptive g- eration of dilemma-based interactive narratives. In this chapter, they present an interactive narrative generator that can create story lines that incorporate dilemmas to add dramatic tension. They also brie y touch upon the pos- bility that their work could provide a useful tool for making dramatically interesting game playing possible. The third chapter, by J. Tongelius, S.M. Lucas, and R.D. Nardi, is on computational intelligence (CI) in racing games. The authors suggest that CI techniques can be used for various purposes such as controller evolution for the racing and track evolution for a pro cient player.Springer Verlag GmbH, Tiergartenstr. 17, 69121 Heidelberg 212 pp. Englisch.
Seller: Biblios, Frankfurt am main, HESSE, Germany
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Add to basketCondition: New. PRINT ON DEMAND pp. 212.