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Bourg, David Bourg, David M Bourg, David M. Bourg, Bourg David M., Seemann...
AI for Game Developers - Creating Intellingt Behavior in Games
English · Paperback / Softback
Description
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
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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