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AI Game Programming Wisdom 4 (AI Game Programming Wisdom (W/CD)) [Hardcover]

Steve Rabin
5.0 out of 5 stars  See all reviews (1 customer review)

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Book Description

21 Mar 2008 AI Game Programming Wisdom (W/CD) (Book 4)
Welcome to the latest volume of AI Game Programming Wisdom! AI Game Programming Wisdom 4 includes a collection of more than 50 new articles featuring cutting-edge techniques, algorithms, and architectures written by industry professionals for use in commercial game development. Organized into 7 sections, this comprehensive volume explores every important aspect of AI programming to help you develop and expand your own personal AI toolbox. You'll find ready-to-use ideas, algorithms, and code in all key AI areas including general wisdom, scripting and dialogue, movement and pathfinding, architecture, tactics and planning, genre specific, and learning and adaptation. New to this volume are articles on recent advances in realistic agent, squad, and vehicle movement, as well as dynamically changing terrain, as exemplified in such popular games as Company of Heroes.You'll also find information on planning as a key game architecture, as well as important new advances in learning algorithms and player modeling. AI Game Programming Wisdom 4 features coverage of multiprocessor architectures, Bayesian networks, planning architectures, conversational AI, reinforcement learning, and player modeling.These valuable and innovative insights and issues offer the possibility of new game AI experiences and will undoubtedly contribute to taking the games of tomorrow to the next level.

Product details

  • Hardcover: 800 pages
  • Publisher: Delmar; Har/Cdr edition (21 Mar 2008)
  • Language: English
  • ISBN-10: 1584505230
  • ISBN-13: 978-1584505235
  • Product Dimensions: 18.8 x 23.1 cm
  • Average Customer Review: 5.0 out of 5 stars  See all reviews (1 customer review)
  • Amazon Bestsellers Rank: 1,096,120 in Books (See Top 100 in Books)
  • See Complete Table of Contents

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Most Helpful Customer Reviews
0 of 2 people found the following review helpful
5.0 out of 5 stars Great book filled with useful info 20 Aug 2010
I can't recommend enough this book to anyone who's an AI game programmer (even if as a hobby).
This book has chapters that are useful to anyone who doesn't want to reinvent the wheel and needs that one place filled with information about one of the most neglected sectors in today's gamedev.
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Amazon.com: 4.0 out of 5 stars  4 reviews
10 of 10 people found the following review helpful
5.0 out of 5 stars Really informative. 7 Feb 2009
By Marek Baczyski - Published on Amazon.com
Format:Hardcover|Verified Purchase
This is a great reference if you're in need of architectural or conceptual advice regarding AIs. It's not "learn AI in 24 hours" type of book, the reader is assumed to posses substantial knowledge of programming, as implementations aren't usually explained - this is a good thing, because it means there's more pure knowledge inside. (There's a CD with implementations and some sources.)
3.0 out of 5 stars Over priced.... 2 Sep 2013
By Dale E. Strickler - Published on Amazon.com
It has some useful information and some good reading. But it costs way too much for it's general usefulness. I expected more general techniques and less detailed solutions for very specific problems.
5.0 out of 5 stars Amazing AI Book for Real Programmers 7 July 2013
By sydney green - Published on Amazon.com
This book is a great reference to many AI programming concepts that are hard to find clear explications for, this by far not 'AI Programming for Teens' it requires a standing knowledge of programming but assuming you have that you can move mountains with the knowledge in this book!
6 of 27 people found the following review helpful
3.0 out of 5 stars Laundry list of AI tweaks 7 Sep 2009
By Scott Christensen - Published on Amazon.com
Format:Hardcover|Verified Purchase
This book is just a list of tweaks to existing concepts such as FSMs and path finding. The more advanced concepts discussed do not have enough code examples or background info to really educate the reader. A lot of material is by academics that just want to get their names on published articles. For a field that has been hyped for 30 years and can now just barely manage to get a few soccer players to work together in a Wii game I guess we can't expect too much. Unless one is a professional game programmer, which I'm not, and contacts the authors there is almost nothing useful here.

For a basic AI overview, 'hands on ai with java' and 'programming game ai by example' are decent introductions for the programmer to the field depending on whether one prefers java or C++ programming. (most desktop 3d games are written in c++, many internet backend servers run in java).
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