Trade in Yours
For a 11.10 Gift Card
Trade in
Have one to sell? Sell yours here
Sorry, this item is not available in
Image not available for
Colour:
Image not available

 
Tell the Publisher!
Id like to read this book on Kindle

Don't have a Kindle? Get your Kindle here, or download a FREE Kindle Reading App.

AI Game Development [Paperback]

Alex J. Champandard
2.0 out of 5 stars  See all reviews (2 customer reviews)

Available from these sellers.


Amazon.co.uk Trade-In Store
Did you know you can use your mobile to trade in your unwanted books for an Amazon.co.uk Gift Card to spend on the things you want? Visit the Books Trade-In Store for more details or check out the Trade-In Amazon Mobile App Guidelines on how to trade in using a smartphone. Learn more.

Book Description

26 Nov 2003 1592730043 978-1592730049 1

Neural networks, decision trees, genetic classifiers: If these are AI concepts you'd like to employ in your own games-and you know your way around C++-this is the book for you! In these pages, leading game AI developer Alex J. Champandard shows you how to create a slew of autonomous synthetic creatures-in the process exploring the techniques and theories central to AI game development. Complex concepts are made easily graspable, even fun, as you apply them to the step-by-step development of your own complete bot. The focus here is on designing individual creatures, each with unique abilities and skills. Each chapter tackles a specific problem, using demos and examples to drive the points home. Best of all, Alex draws on his own real-life experiences to provide tips and tricks to speed the process and resolve thorny issues. On the companion Web site, you'll find code examples and the samples of some of the games covered in the book.



Product details

  • Paperback: 768 pages
  • Publisher: New Riders; 1 edition (26 Nov 2003)
  • Language: English
  • ISBN-10: 1592730043
  • ISBN-13: 978-1592730049
  • Product Dimensions: 23.3 x 18.7 x 3.2 cm
  • Average Customer Review: 2.0 out of 5 stars  See all reviews (2 customer reviews)
  • Amazon Bestsellers Rank: 1,702,072 in Books (See Top 100 in Books)

More About the Author

Discover books, learn about writers, and more.

Product Description

From the Back Cover

Neural networks, decision trees, genetic classifiers: If these are AI concepts you'd like to employ in your own games-and you know your way around C++-this is the book for you! In these pages, leading game AI developer Alex J. Champandard shows you how to create a slew of autonomous synthetic creatures-in the process exploring the techniques and theories central to AI game development. Complex concepts are made easily graspable, even fun, as you apply them to the step-by-step development of your own complete bot. The focus here is on designing individual creatures, each with unique abilities and skills. Each chapter tackles a specific problem, using demos and examples to drive the points home. Best of all, Alex draws on his own real-life experiences to provide tips and tricks to speed the process and resolve thorny issues. On the companion Web site, you'll find code examples and the samples of some of the games covered in the book.

About the Author

Alex J. Champandard has a strong academic background in AI with degrees from York and Edinburgh, often speaking about his artificial intelligence research. He also hosts a roundtable on learning AI and computer games at the Game Developers Conference. As the lead engineer of FEAR (an open-source game AI project), he consults with professional programmers to integrate state-of-the-art prototypes into commercial games. Founder of AI-Depot.com, a popular community AI site, he brings tutorials to an audience of AI enthusiasts. Alex has also contributed multiple articles to the AI Game Programming Wisdom series. He is part of the AI Interface Standards Committee, intending to define a common specification for game AI techniues.


Sell a Digital Version of This Book in the Kindle Store

If you are a publisher or author and hold the digital rights to a book, you can sell a digital version of it in our Kindle Store. Learn more

Customer Reviews

5 star
0
4 star
0
3 star
0
1 star
0
2.0 out of 5 stars
2.0 out of 5 stars
Most Helpful Customer Reviews
9 of 9 people found the following review helpful
2.0 out of 5 stars Misleading, but Not Terrible 28 May 2004
By Mr AI
Format:Paperback
This is a misleading book title. It is not, as I expected, a book on developing the AI for games. (And I'm sure I'm not the only one who thought the title implied that).
It is a book on writing bots for 1st person shooters using any and all possible techniques in academic AI.
After a bit of digging around, I realised that this book is based on the academic work done by Alex at Edinburgh university. It doesn't reflect on the practice of game AI done by real people in the industry.
For example, he introduces stuff like genetic classifiers, and gives equal weight to stuff like neural networks and reinforcement learning (which should be at most a couple of pages), rather than concentrating on the real stuff of game AI: state machines, movement (obviously not needed if you're only doing bot AI), pathfinding.
Okay everything is there somewhere, but the organisation and emphasis shows that Alex hasn't been near the business end of game AI for a while.
Comment | 
Was this review helpful to you?
2 of 3 people found the following review helpful
2.0 out of 5 stars Too narrow 9 July 2004
By TG
Format:Paperback|Verified Purchase
The title is VERY misleading but, I suppose, I could have read reviews somewhere before buying it.
However, my mine gripe is it takes you from start to finish (quite comprehensively) on a SPECIFIC AI bot. If you don't want to use a particular 'function' you simply can't continue as each chapter builds on earlier chapters.
Comment | 
Was this review helpful to you?
Most Helpful Customer Reviews on Amazon.com (beta)
Amazon.com: 3.4 out of 5 stars  8 reviews
25 of 33 people found the following review helpful
1.0 out of 5 stars Poorly Written Original Content 26 May 2004
By David Ong - Published on Amazon.com
Format:Paperback
This book is the only book of it's kind with the Game AI content in the world at this point (late May 2004). So if youre interested in Game AI it's the only book you can get, however it is poorly written, has mistakes, typos, and insufficent description of the FEAR platform that is required for you to be familiar with if you want to understand the content of the book thoroughly. This view is maintained by my peers, tutors and lecturers in the University i go to which is currently using this book as a guide to our game devalopment unit (because its the only one of its kind).
I can't help but feel that the book was kinda rushed and was not properly/thoroughly proofed read by the editor. I am confident that a lower priced 2nd edition with all the mistakes taken out would be really appropriate and appreciated by game AI interested people. If not some one else should become the 2nd person in the world to write a book on this subject: Game AI.
The author should be a little self critical and make a 2nd edition and make us all happy instead of living in denial and giving him self 5 stars. Dont see how he can improve on him self without being self critical. We are all greatful here in my University for his initiative in inventing the first book on game ai but were also all very frustrated when strugling to asimilate it's content.
Also a great deal of the SOURCE CODE did NOT WORK. Some of them did, but a large fraction of them DID NOT work as expected from the book.
Granted some chapters that covered basic principles were easy to follow but some intermediate chapters really made me frustrated as i re-read them again and again to try and understand a concept but continue to fail unless i label certain sentences as mistakes that were worded wrongly or backward etc.
I was going to rate this book 2 stars because i felt that some chapters were well written and covered the content well, but since so many people already gave it an unrealistic score of 5 stars (perhaps a conspiracy by the author's friends) i have decided to compensate for this and lower my rating to 1 star.
Hopefully this will balance out the scoring to a fair and realistic level that it deserves.
David Ong, Australia
18 of 24 people found the following review helpful
5.0 out of 5 stars An excellent, well-presented look into AI 8 Dec 2003
By Dave Mark - Published on Amazon.com
Format:Paperback
For so long, the computer gaming industry was concerned with making their products look and sound better - and for good reason. There have been many instructional books and articles that have paced the advances in graphics and sound technology. Game AI, however, has only recently come into the primary focus as the next frontier of game advancement and the resources available to AI programmers have been few and far between.
After spending time on game AI message boards, I have seen the endless torrent of people asking the simplest questions about game AI in general. I have also seen those who have a grasp of the basic tools but are unsure how to apply them in their situation. Also present are those who are looking for a better way to model larger problems but are faced with a wide array of academic, non-practical research and theories. "AI Game Development" caters to all of those people... from those that are learning the basics up through those that want to apply just that extra "nudge" to their projects. It fills a valuable need in the game development community to provide that "go to" tome to allow even the beginner to make steps in adding true interactive gameplay into his or her products.
So often people find a tool and look for a way to use it in their game. They fail to stand back and look at their problem and then select the correct tool, or combination of tools, for the job. Mr. Champandard has supplied the reader with reasonable examples and, more importantly, ways of thinking about and dissecting their problem so as to choose that correct tool.
Rather than a disjointed collection of tips and tricks, this book provides a smooth, overarching treatment of the concepts behind the AI. It explains why and what rather than how. Alex has a disciplined, outlined style that breaks down a very complex, multi-faceted subject into separate but connected stepping stones. Each one can be mentally processed alone, but always with the awareness that is a part of the whole series. The reader is not bombarded with pages of code, but is supplied with the reasons to make the code that way.
All in all, "AI Game Development" is an excellent piece of work from a very knowledgeable source and should be on the shelf of every game AI programmer. After all, as AI programmers, we ARE trying to build enemies, not targets!
2 of 2 people found the following review helpful
2.0 out of 5 stars Nice concept, not very practical 24 Feb 2006
By Kosmyq - Published on Amazon.com
Format:Paperback
There are conceptual books and there are hands-on books. This is serves me as a reader more as a conceptual one, especially when compared to "Programming Game AI by Example " by Mat Buckland, which has quick and fun examples. It's difficult to read for the casual reader. BUT, this does not mean, that it is a bad book, by no means, when I need new ideas for AI, I come back to this one and get new ideas, as it covers all techniques that I could think of, which should make it a good reference for the serious reader. The whole library behind it shows, that the author has invested much effort in this. So my final recommendation is to buy it together with Mat's book as both together make a nice team, especially so as Mat's book is easier to understand.
2 of 2 people found the following review helpful
3.0 out of 5 stars Good if you already know AI and want to get into game development 2 Jan 2006
By Rodrigo Damazio - Published on Amazon.com
Format:Paperback|Verified Purchase
This book is good in the sense that it sheds some light on how to apply many well-known algorithms (such as neural networks) in games, but it doesn't go very deep in any of those techniques, leaving the reader to understand many details only by reading the provided source code.

Some chapters, such as the ones on genetic algorithms, could have some improvement and more practical examples.

It is good as an introductory book for someone who already has notions of AI algorithms, though. For anyone looking for a deeper coverage of algorithms, I'd suggest the book "Artificial Intelligence: A Modern Approach" by Stuart Russel.
8 of 13 people found the following review helpful
5.0 out of 5 stars One of a Kind 16 July 2004
By Paul Dovydaitis - Published on Amazon.com
Format:Paperback
This is truly a unique book, there is no other text available at the moment which covers the material that Alex covers in this book. If you're looking for an introduction to a lot of the major concepts in AI, then this is the book for you. As for the people saying the code is useless, its more likely that your programming skills are lacking. I used Alex's FEAR SDK to write an agent for use in my own research, and the product was again unique. Alex is not only a talented writer and AI expert, but also an excellent programmer.
If you are interested in seeing something before you buy this book, check out ai-depot.net, also having read Alex's research paper for his masters I can confidently say that Alex is one of THE authority on these subjects!
So check out the book already!
Were these reviews helpful?   Let us know
Search Customer Reviews
Only search this product's reviews
ARRAY(0x113b8f0c)

Customer Discussions

This product's forum
Discussion Replies Latest Post
No discussions yet

Ask questions, Share opinions, Gain insight
Start a new discussion
Topic:
First post:
Prompts for sign-in
 

Search Customer Discussions
Search all Amazon discussions
   


Look for similar items by category


Feedback