Artificial Intelligence for Games

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Artificial Intelligence for Games

Artificial Intelligence for Games


Artificial Intelligence for Games


Download Artificial Intelligence for Games

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Artificial Intelligence for Games

Creating robust artificial intelligence is one of the greatest challenges for game developers, yet the commercial success of a game is often dependent upon the quality of the AI. In this book, Ian Millington brings extensive professional experience to the problem of improving the quality of AI in games. He describes numerous examples from real games and explores the underlying ideas through detailed case studies. He goes further to introduce many techniques little used by developers today. The book's associated web site contains a library of C++ source code and demonstration programs, and a complete commercial source code library of AI algorithms and techniques."Artificial Intelligence for Games - 2nd edition" will be highly useful to academics teaching courses on game AI, in that it includes exercises with each chapter. It will also include new and expanded coverage of the following: AI-oriented gameplay; Behavior driven AI; Casual games (puzzle games).   Key Features * The first comprehensive, professional tutorial and reference to implement true AI in games written by an engineer with extensive industry experience.* Walks through the entire development process from beginning to end.* Includes examples from over 100 real games, 10 in-depth case studies, and web site with sample code.

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Product details

Hardcover: 896 pages

Publisher: CRC Press; 2 edition (August 6, 2009)

Language: English

ISBN-10: 0123747317

ISBN-13: 978-0123747310

Product Dimensions:

7.8 x 1.5 x 9.5 inches

Shipping Weight: 4 pounds (View shipping rates and policies)

Average Customer Review:

4.4 out of 5 stars

21 customer reviews

Amazon Best Sellers Rank:

#750,105 in Books (See Top 100 in Books)

This is the first book that I've purchased on this subject. I found it to be very comprehensive, covering many areas of AI but with enough depth to make it practical for my application. My interest is in combat modeling, not necessarily gaming, so I was pleasantly surprised by the overall combat theme that ran throughout much of the book as well as the many useful combat-related examples. However, I would like to have seen a longer section on the topic of fuzzy logic; though it did give me enough information to understand its value in combat decision-making which encouraged me to expand to other books devoted entirely to fuzzy logic.

The vast majority of software development books, whether it be for line-of-business app dev or game development, seem to have little to no information that can be found via a casual internet search.This book is one of the few exceptions. There is a refreshing breadth and depth of game AI knowledge in this book that has been of tremendous help. Unlike the common "Gems" series of books, this book contains enough information on nearly every topic for the reader to build a 'ground up' implementation of their own.My only complaints are that the pseudocode seems to be overly simplified and not as easily converted to a concrete implementation as I'd like, and that even for a book on game-specific AI implementations, the authors seem to enjoy a bit more of an academic/idealized approach to the design. That might be less bothersome to a professional game developer, but I'm at the hobbyist/indie level, and sometimes need a quick-and-dirty implementation before I begin to really understand what's going on.Having said that, I was able to use the book to learn about and implement goal-oriented action planning, fast and flexible A* path finding (with additional info on modified funnel algorithm online), and several other critical components.I would absolutely recommend this book.

Required for college

I got this book a few weeks ago, and have just finished reading it cover to cover. It was well worth it. The book is well-written and understandable, and full of practical advice and real industry examples. Unlike most other AI books I've read, this one gives the impression of someone with real-world experience, looking over your shoulder and pointing out the pros and cons of each approach. In some cases, this means choosing a simpler (and more limited) technique over a fancier one.I have a couple of small gripes with the book: the pseudocode contains a number of errors (e.g., an incorrect sign or off-by-one error), and the section on neural networks failed to fully convey how useless these really are. But on the whole, it was a great read, with real value on every page. If you're thinking about writing AI for any game, you should start with this book.

Comprehensive overview. Very useful to get started in the field, but quickly went over my head!

Very Good book, it's a complete review to all alternatives to build an AI Engine for Games.If you need a robust introduction to AI and Games this book it's a good start point.

This book is an absolute masterpiece. It contains almost every simple and (surprisingly) almost every complex AI concept used in modern games. For my own game, I was able to pick it up and read through several sections and already have an idea on what to do. The license to the source code is very liberal and quite impressive. The book is also exceedingly well written and can read like a novel...if you're not too careful. Take your time. Absorb the meaning of the words and not just the mass of them.

Nice reading for a summer :)I'm not willing to implement those, because I'm more focused on web and data analysis, but the techniques explained here in how to cheat the user are really great and can be applied in the way of thinking when you face a problem in your daily work tasks.

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