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AI Agents in Virtual Reality Worlds: Programming Intelligent VR in C++
 
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AI Agents in Virtual Reality Worlds: Programming Intelligent VR in C++ (Paperback)

by Mark Watson (Author)
2.2 out of 5 stars See all reviews (5 customer reviews)

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Product details

  • Paperback: 309 pages
  • Publisher: John Wiley & Sons; Pap/Com edition (13 Feb 1996)
  • Language English
  • ISBN-10: 0471127086
  • ISBN-13: 978-0471127086
  • Product Dimensions: 23.6 x 19.2 x 2.1 cm
  • Average Customer Review: 2.2 out of 5 stars See all reviews (5 customer reviews)
  • Amazon.co.uk Sales Rank: 1,506,646 in Books (See Bestsellers in Books)

    Popular in this category:

    #17 in  Books > Computing & Internet > PC & Video Games > Programming > C++
  • See Complete Table of Contents

Product Description

Product Description
All the programming know–how and software tools you need to create INTELLIGENT characters for your games and virtual environments

Are you becoming bored with VR characters who always do the expected? Want to interact with interesting, intelligent virtual opponents (and allies) who think, learn, and always offer new challenges? Now this book/CD supplies you with everything you need to create these kinds of entities. As he walks you through the development of a game, Mark Watson shows you how to inhabit it with characters who, like mini–intelligent systems, solve problems, analyze situations, make decisions, second guess you. . .and even cheat!

The key to imbuing your characters with intelligence is a complete C++ VR Agent Toolkit that uses neural networks, genetic algorithms, rule–based programming, and plan management. Mark Watson carefully explains the design of the C++ library for the toolkit and, more importantly, provides a wealth of guidelines, tips, and expert advice on how to use the software tools contained in the toolkit for developing your own games.

CD–ROM includes:
∗ The VR Agent Toolkit C++ library implemented for a variety of platforms

Complete example programs for Windows, Macintosh, OpenGL, RenderWare, and Unix X Windows

From the Back Cover
All the programming know–how and software tools you need to create INTELLIGENT characters for your games and virtual environments

Are you becoming bored with VR characters who always do the expected? Want to interact with interesting, intelligent virtual opponents (and allies) who think, learn, and always offer new challenges? Now this book/CD supplies you with everything you need to create these kinds of entities. As he walks you through the development of a game, Mark Watson shows you how to inhabit it with characters who, like mini–intelligent systems, solve problems, analyze situations, make decisions, second guess you. . .and even cheat!

The key to imbuing your characters with intelligence is a complete C++ VR Agent Toolkit that uses neural networks, genetic algorithms, rule–based programming, and plan management. Mark Watson carefully explains the design of the C++ library for the toolkit and, more importantly, provides a wealth of guidelines, tips, and expert advice on how to use the software tools contained in the toolkit for developing your own games.

CD–ROM includes:

  • The VR Agent Toolkit C++ library implemented for a variety of platforms

Complete example programs for Windows, Macintosh, OpenGL, RenderWare, and Unix X Windows

See all Product Description


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Customer Reviews

5 Reviews
5 star:
 (1)
4 star:    (0)
3 star:
 (1)
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1 star:
 (3)
 
 
 
 
 
Average Customer Review
2.2 out of 5 stars (5 customer reviews)
 
 
 
 
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Most Helpful Customer Reviews

 
1 of 1 people found the following review helpful:
1.0 out of 5 stars Not worth the money., 15 Nov 1998
By A Customer
This book takes about 2 hours to breeze through. The author spends about as much time on how to write OOP code as he does the AI concepts. If I wanted lessons in OOP, I'd buy a book about OOP. This book was supposed to be about AI! Also, he spends very little time explaining the theory of ai. Statements like "It does not make sense to use crossover operations to evolve the population for recurrent neural networks" are never qualified with an explanation. The reader never gets a sense of why he should be doing what the author describes. Rather than explain anything, the author just sites his other publications. Very poor. This is the real kicker: practically half of the book is dedicated to code dumps or space wasting Booch diagrams. The code dumps aren't even accompanied by anything meaningful, just things like, the constructor initializes the data. If I wanted to see the code in print, I'll use my own printer, thank you.
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3.0 out of 5 stars In-between., 6 Nov 1999
By A Customer
... I think the book does have some good points. I mean, I knew simply what each of the paradigms discussed were - GAs, NNs, Expert Machines, but I couldn't REALLY explain them. AIAIVRW really helped me grasp what they were. Plus, there are some cool little programming techniques.

I think the Booch diagrams are completely pointless, and the code dumps are arguably outta place. I also throughly despised his backpropagation explanation...

3 stars from me...I didn't buy this book, I kinda "kept" it after my computer teacher lent it to me. Glad I have it, but wouldn't buy it...

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1.0 out of 5 stars AI and VR? Are we talking about the same book?, 19 Dec 1998
By A Customer
The AI techniques presented were overly simplistic, and the examples were somewhere near useless(especially when they were supposed to be geared towards agent intelligence). The VR section seemed to be missing. There was a simplistic 3D app in OpenGL, but no discussion on agents using upper(or lower for that matter) level AI to interact in a VR environ. Save your money.
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Most Recent Customer Reviews

1.0 out of 5 stars This book has no value
The author wastes about half of the book with code dumps and oversized diagrams. He barely attempts to explain the theory, which is crammed into one chapter. Read more
Published on 25 Nov 1998

5.0 out of 5 stars Cheesy title; solid code; excellent book
The good points:
Clear, solid code, including unit test, integration test, class diagrams, comments. Code for Windows, Mac, and Unix. Read more
Published on 2 Jul 1997

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