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Amos user's guide : version 3.6
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ISBN: 1568271255 Year: 1997 Publisher: Chicago, Ill. SPSS

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Book
LISREL 8 : structural equation modeling with the SIMPLIS command language
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ISBN: 0805814426 Year: 1993 Publisher: Chicago (Ill.) : Scientific software international,

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The definitive guide to SQLite
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ISBN: 9781590596739 Year: 2006 Publisher: Berkeley (Calif.) : Apress,

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Book
Educational software portability
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Year: 1990 Publisher: Eugene (Or.) : International society for technology in education,

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Expert systems in the organisation: an introduction for decision-makers
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ISBN: 0745803660 9780745803661 Year: 1988 Publisher: Chichester

Applying cognitive psychology to user-interface design
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ISBN: 0471911844 9780471911845 Year: 1987 Publisher: Chichester Wiley


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Inleiding SPSS 9.0 voor windows en data entry
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ISBN: 9052612390 Year: 1999 Publisher: Schoonhoven Academic service

Computing for psychologists: statistical analysis using SPSS and MINITAB
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ISBN: 371865086X Year: 1991 Publisher: Chur Harwood

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AI for game developers
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ISBN: 0596005555 Year: 2004 Publisher: Sebastopol (Calif.) : O'Reilly,

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Advances in 3D visualization and physics-based simulation technology make it possible for game developers to create compelling, visually immersive gaming environments that were only dreamed of years ago. But today's game players have grown in sophistication along with the games they play. It's no longer enough to wow your players with dazzling graphics; the next step in creating even more immersive games is improved artificial intelligence, or AI. Fortunately, advanced AI game techniques are within the grasp of every game developer--not just those who dedicate their careers to AI. If you're new to game programming or if you're an experienced game programmer who needs to get up to speed quickly on AI techniques, you'll find "AI for Game Developers" to be the perfect starting point for understanding and applying AI techniques to your games. Written for the novice AI programmer, "AI for Game Developers" introduces you to techniques such as finite state machines, fuzzy logic, neural networks, and many others, in straightforward, easy-to-understand language, supported with code samples throughout the entire book (written in C/C++). From basic techniques such as chasing and evading, pattern movement, and flocking to genetic algorithms, the book presents a mix of deterministic (traditional) and non-deterministic (newer) AI techniques aimed squarely at beginners AI developers. Other topics covered in the book include: Potential function based movements: a technique that handles chasing, evading swarming, and collision avoidance simultaneously Basic pathfinding and waypoints, including an entire chapter devoted to the A* pathfinding algorithm AI scripting Rule-based AI: learn about variants other than fuzzy logic and finite state machines Basic probability Bayesian techniques Unlike other books on the subject, "AI for Game Developers" doesn't attempt to cover every aspect of game AI, but to provide you with usable, advanced techniques you can apply to your games right now

Computational psycholinguistics: AI and connectionist models of human language processing
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ISBN: 074840466X 0748404651 9780748404650 9780748404667 Year: 1996 Publisher: London Taylor & Francis

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