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Programming Game AI by Example provides a comprehensive and practical introduction to the "bread and butter" AI techniques used by the game development industry, leading the reader through the process of designing, programming, and implementing intelligent agents for action games using the C++ programming language.
Techniques covered include state- and goal-based behavior, inter-agent communication, individual and group steering behaviors, team AI, graph theory, search, path planning and optimization, triggers, scripting, scripted finite state machines, perceptual modeling, goal evaluation, goal arbitration, and fuzzy logic.
Jeff Orkin
AI architect, Monolith Productions, No One Lives Forever 2 and F.E.A.R.
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a nice combination of a lot of really useful information, put together in a way that doesnt make my brain leak."
Gareth Lewis
Project leader, Lionhead Studios, Black & White 2
"Each chapter of Mats book gently introduces the reader to a fundamental game AI technology before expanding the new idea into a fully formed solution replete with extensive code and clearly worded examples. The tone of the book is uncomplicated and accessible to the reader, allowing a novice programmer the opportunity to get to grips with the basics of game AI programming by implementing their own systems direct from theory or expanding upon code examples offered to gain understanding in a sandbox environment. Once individual technologies are fully understood, the book goes on to combine these ideas into several complete game environments allowing the reader to understand the relationships between the interacting systems of an overarching game architecture."
Mike Ducker
AI programmer, Lionhead Studios, Fable
"Using easy-to-follow and well-described examples, this book shows you how to use most of the techniques professional AI programmers use. A great introduction for the beginner and an excellent reference for the more experienced!"
Eric Martel
AI programmer, Ubisoft, Far Cry (XBox)
"Programming Game AI by Example is an excellent book for the game programming neophyte, the intermediate programmer, and even the expert - it doesnt hurt to go over familiar ground, does it? The book concisely covers all of the important areas, including basic maths and physics through to graph theory and scripting with Lua, to arm any programmer with the tools needed to create some very sophisticated agent behaviours. Unusually for books of the type, Programming Game AI by Example is solid in its software engineering too, with the example code demonstrating game uses of familiar design patterns. Id have no qualms about recommending Programming Game AI by Example to any programmer. Its an excellent read and an excellent springboard for ideas."
Chris Keegan
Technical director, Climax Studios (Solent)
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It is the first book I've seen that makes a good effort to present solutions that would actually be used in real games. Which surprised me, because Mat's first book on game AI was just like every other title I've read: a blend of hype and unusable technology. With this book he has come on by miles.
I'm AI programmer in the industry, and this is the first book I've seen that I could hand-on-heart recommend for real technology (John Funge's book is also good, but as an overview, not for practical implementation).
There are some bits (such as the scripting chapter) that are squarely aimed outside the industry, but provide superb material for a hobbiest. The majority of the book is filled with technology that covers the very basics of game AI for novice AI developers. And there are some bits (like the goal oriented behaviour chapter) that could actually benefit people working on commercial games.
There are bits I disagreed with, inevitably.
My biggest criticism of the book is its narrow scope. It covers a handful of AI techniques well, but doesn't talk about the tens of other techniques that game AI programmers need to use to get the game out of the door. It also misses lots of techniques used in particular game genres (it is focussed primarily on shooters, although there is a chapter with some small inspiration for sports games). Some of this is because of size, but it means that the book can only act as a taster and not a real reference book.
Mat's writing is chirpy and readable, and so far the code is reasonably correct and useful. I would recommend it if you are a hobbiest game developer, but its probably far beneath you if you already work in AI in the industry.
Overall, an excellent book. This is how AI should be taught at University.
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