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AI for Game Developers Paperback – Illustrated, 2 Aug. 2004
| David M Bourg (Author) See search results for this author |
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Advances in 3D visualization and physics-based simulation technology make it possible for game developers to create compelling, visually immersive gaming environments that were only dreamed of years ago. But today's game players have grown in sophistication along with the games they play. It's no longer enough to wow your players with dazzling graphics; the next step in creating even more immersive games is improved artificial intelligence, or AI.Fortunately, advanced AI game techniques are within the grasp of every game developer--not just those who dedicate their careers to AI. If you're new to game programming or if you're an experienced game programmer who needs to get up to speed quickly on AI techniques, you'll find AI for Game Developers to be the perfect starting point for understanding and applying AI techniques to your games.Written for the novice AI programmer, AI for Game Developers introduces you to techniques such as finite state machines, fuzzy logic, neural networks, and many others, in straightforward, easy-to-understand language, supported with code samples throughout the entire book (written in C/C++). From basic techniques such as chasing and evading, pattern movement, and flocking to genetic algorithms, the book presents a mix of deterministic (traditional) and non-deterministic (newer) AI techniques aimed squarely at beginners AI developers. Other topics covered in the book include:
- Potential function based movements: a technique that handles chasing, evading swarming, and collision avoidance simultaneously
- Basic pathfinding and waypoints, including an entire chapter devoted to the A* pathfinding algorithm
- AI scripting
- Rule-based AI: learn about variants other than fuzzy logic and finite state machines
- Basic probability
- Bayesian techniques
- ISBN-100596005555
- ISBN-13978-0596005559
- Edition1st
- PublisherO'Reilly Media
- Publication date2 Aug. 2004
- LanguageEnglish
- Dimensions17.78 x 2.54 x 23.34 cm
- Print length392 pages
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About the Author
As a naval architect and marine engineer, David M. Bourg performs computer simulations and develops analysis tools that measure such things as hovercraft performance and the effect of waves on the motion of ships and boats. He teaches at the college level in the areas of ship design, construction and analysis. On occasion, David also lectures at high schools on topics such as naval architecture and software development. In addition to David's practical engineering background, he's professionally involved in computer game development and consulting through his company, Crescent Vision Interactive. Current projects include a massively multiplayer online role-playing game, several Java-based multiplayer games, and the porting of Hasbro's "Breakout" to the Macintosh.
Glenn Seemann is a veteran game programmer with over a dozen games to his credit, for Mac and Windows systems. He's a co-founder with David Bourg of Crescent Vision Interactive, a game development company specializing in cross-platform games.
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Product details
- Publisher : O'Reilly Media; 1st edition (2 Aug. 2004)
- Language : English
- Paperback : 392 pages
- ISBN-10 : 0596005555
- ISBN-13 : 978-0596005559
- Dimensions : 17.78 x 2.54 x 23.34 cm
- Best Sellers Rank: 646,561 in Books (See Top 100 in Books)
- 199 in Digital Video
- 406 in Algorithmic Programming
- 518 in Graphics & Multimedia Programming
- Customer reviews:
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It's a little bit outdated, and it doesn't get to deep in each topic.
To explain what I mean : the explanation of the A* algorithm doesn't go beyond whatever you can find on google in the first few results. A more professional approach to pathfinding would be use this A* in a real 3d enviroment, using navigation points, navigations meshes, using different heuristics, what effects has these heuristics on the result, etc.. And this happens to the other topics too.
If you only want to have a little knowledge because your area of expertise is in developing other game parts (like a graphics engine or a physics engine developer) you can buy it as it easy to read. If you plan to work on IA, gameplay, or tools .. buy something more serious.
The book states at the start that the reader is assumed to know C/C++ and some Vector math, however the author assumes the reader is well versed in mathematical notation. The notation is the stuff you learn on on a CS degree it should be added, so perhaps it's geared at post-degree students.
It does skirt over details in an effort to stay concise, leaving you struggling with the following paragraphs unless you go and research the information first.
However the book is on the whole well written, and reads less as an academic text book and more for a general audience.
The codes,...well the codes...there are variables that are never used, so you spend time trying to figure out why they are there but nope, it is never used. On the other hand, you get undeclared variables and those are used. So you simply get lost. Hopefully, I got it from my library.
This book should not have made it to the shelves.

