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AI for Game Developers - Creating Intellingt Behavior in Games

English · Paperback / Softback

Description

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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. If you've wanted to use AI to extend the play-life of your games, make them more challenging, and most importantly, make them more fun, then this book is for you.

List of contents













  • Preface




  • Chapter 1: Introduction to Game AI




  • Chapter 2: Chasing and Evading




  • Chapter 3: Pattern Movement




  • Chapter 4: Flocking




  • Chapter 5: Potential Function-Based Movement




  • Chapter 6: Basic Pathfinding and Waypoints




  • Chapter 7: A* Pathfinding




  • Chapter 8: Scripted AI and Scripting Engines




  • Chapter 9: Finite State Machines




  • Chapter 10: Fuzzy Logic




  • Chapter 11: Rule-Based AI




  • Chapter 12: Basic Probability




  • Chapter 13: Decisions Under Uncertainty-Bayesian Techniques




  • Chapter 14: Neural Networks




  • Chapter 15: Genetic Algorithms




  • Vector Operations




  • Colophon




About the author










As a naval architect and marine engineer, David M. Bourg performs computer simulations and develops analysis tools that measure such things as hovercraft performance and the effect of waves on the motion of ships and boats. He teaches at the college level in the areas of ship design, construction and analysis. On occasion, David also lectures at high schools on topics such as naval architecture and software development. In addition to David's practical engineering background, he's professionally involved in computer game development and consulting through his company, Crescent Vision Interactive. Current projects include a massively multiplayer online role-playing game, several Java-based multiplayer games, and the porting of Hasbro's "Breakout" to the Macintosh.
Glenn Seemann is a veteran game programmer with over a dozen games to his credit, for Mac and Windows systems. He's a co-founder with David Bourg of Crescent Vision Interactive, a game development company specializing in cross-platform games.


Summary

Written for the novice AI programmer, this text introduces the reader to techniques such as finite state machines, fuzzy logic, neural networks and many others in an easy-to-understand language, supported with code samples throughout the text.

Report

"Overall, this makes a good read. If you are new to game programming, you will get a quick start. If you are interested in a look at the broad fields of AI, this will show you a bit of everything. The text is clear and doesn t need any higher understanding of mathematics." - tamspalm.tamoggemon.com, Dezember 2005 "AI for Game Developers ist ein phantastisches Buch, nicht nur für Spieleentwickler, sonder für alle, die an Artificial Intelligence und ihrer Programmierung interessiert sind. [...] Durch Verzicht auf die mathematischen Strenge, die Lehrbücher nun einmal ausmacht, gewinnt das Buch an Lesbarkeit und Verständlichkeit für den, der eben kein AI-Experte werden will, sondern nur einfach einen Überblick sucht, um was es bei der Künstlichen Intelligenz denn nun geht und was man heute damit schon alles anstellen kann. Kurz: Das Buch ist nicht nur eine Empfehlung für Spieleprogrammierer, sondern für alle, die wissen wollen, was heute in der AI State of the Art ist. Unbedingte Schockwellenreiter-Empfehlung!" - schockwellenreiter.de, März 2005

Product details

Authors Bourg, David Bourg, David M Bourg, David M. Bourg, Bourg David M., Seemann, Glenn Seemann
Assisted by Tatiana Apandi Diaz (Editor), Nathan Torkington (Editor)
Publisher O'Reilly Media
 
Languages English
Product format Paperback / Softback
Released 01.01.2004
 
EAN 9780596005559
ISBN 978-0-596-00555-9
No. of pages 371
Weight 642 g
Illustrations w. figs.
Series O'Reilly Ser.
Subjects Natural sciences, medicine, IT, technology > IT, data processing > Programming languages

Computerspiel, Programm, Programmierung (EDV)

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