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Artificial Intelligence for Computer Games: An Introduction
 
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Artificial Intelligence for Computer Games: An Introduction [Illustrated] (Hardcover)

by John David Funge (Author)
4.0 out of 5 stars See all reviews (1 customer review)
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Artificial Intelligence for Computer Games: An Introduction + Artificial Intelligence for Games (The Morgan Kaufmann Series in Interactive 3D Technology) + Programming Game AI by Example
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Product details

  • Hardcover: 160 pages
  • Publisher: A K Peters; illustrated edition edition (16 Sep 2004)
  • Language English
  • ISBN-10: 1568812086
  • ISBN-13: 978-1568812083
  • Product Dimensions: 23 x 15.4 x 1.4 cm
  • Average Customer Review: 4.0 out of 5 stars See all reviews (1 customer review)
  • Amazon.co.uk Sales Rank: 411,714 in Books (See Bestsellers in Books)

    Popular in these categories:

    #14 in  Books > Computing & Internet > PC & Video Games > Programming > AI (Artificial Intelligence)
    #60 in  Books > Computing & Internet > PC & Video Games > Programming > New to Games Programming

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Product Description

Product Description
This book provides a comprehensive introduction to the use of artificial intelligence (AI) in computer games. The author concentrates on the techniques and strategies for developing efficient AI engines for gaming applications. Building on fundamental principles of artificial intelligence, the author explains how to create nonplayer characters (NPCs) with progressively more sophisticated capabilities. Starting with the basic capability of acting in the game world, the book explains how to develop NPCs who can perceive, remember what they perceive, and then to continue in the game play to think about the effects of possible actions and finally to learn from their experience. The author considers the system architecture and explains how to implement potential behaviors (both reactive and deliberate) for intelligent and responsive NPCs allowing for games that are more fun and engaging.

About the Author
John Funge is a co-founder and leading scientist at a new Silicon Valley based company focusing on AI effects for computer entertainment. John previously worked at Sony Computer Entertainment America's (SCEA) research lab. Before that John was a member of Intel's Microcomputer Research Lab (MRL). He received a B.Sc. in Mathematics from King's College London in 1990, an M.Sc. in Computer Science from Oxford University in 1991, and a Ph.D. in Computer Science from the University of Toronto in 1998. John is the author of numerous technical papers and his first book "AI for Games and Animation: A Cognirive Modeling Approach" is one of the first to take a serious look at AI techniques in the context of computer games and animation. His current research interests include computer games, machine learning, knowledge representation, and new democratic methods.

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What Do Customers Ultimately Buy After Viewing This Item?

Artificial Intelligence for Computer Games: An Introduction
39% buy the item featured on this page:
Artificial Intelligence for Computer Games: An Introduction 4.0 out of 5 stars (1)
£23.49
Programming Game AI by Example
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Programming Game AI by Example 4.5 out of 5 stars (4)
£31.49
Artificial Intelligence for Games (The Morgan Kaufmann Series in Interactive 3D Technology)
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Artificial Intelligence for Games (The Morgan Kaufmann Series in Interactive 3D Technology) 4.0 out of 5 stars (2)
£46.55

 

Customer Reviews

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Average Customer Review
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12 of 12 people found the following review helpful:
4.0 out of 5 stars A Short Gem, 1 Nov 2004
By Mr AI "aideveloper" (UK) - See all my reviews
(TOP 1000 REVIEWER)   
This is a solid book covering a broad range of ground in a small space.

The first thing you notice is the size: at under 150 pages it is one of the smallest books in my technical bookshelf. In such a brief book (which still manages to contain lots of figures and source code snippets), you can't possibly hope to cover the subject in any depth, and Funge explicitly says that isn't his intent.

Instead he leads you through an overview of what AI means in a game context, and a broad summary of the techniques that are useful to learn. The bibliography provides a good set of references for learning more.

What is good about this book is that it shows you sensible things: John isn't making this stuff up, and the clear progressing is very helpful.

Perhaps the only criticism from a content point of view is his fascination with 'higher-level' AI that isn't used very much (or even at all) in current generation games: John has a consulting company that is trying to sell this kind of technology to games developers. This leaves many of the 'bread and butter' techniques under-represented, perhaps. But not enough to detract from the status of this book as an excellent practical overview.

I would recommend this book for developers who need to understand what AI is and how games can benefit from it.

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