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AI for Game Developers (Creating Intelligent Behavior in Games)

List Price: $39.95
SKU:
9780596005559
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  • Product Details

    Author:
    David M Bourg, Glenn Seemann
    Format:
    Paperback
    Pages:
    390
    Publisher:
    O'Reilly Media (August 31, 2004)
    Language:
    English
    ISBN-13:
    9780596005559
    ISBN-10:
    0596005555
    Dimensions:
    7" x 9.19"
    File:
    TWO RIVERS-PERSEUS-Metadata_Only_Perseus_Distribution_Customer_Group_Metadata_20251022163324-20251022.xml
    Folder:
    TWO RIVERS
    List Price:
    $39.95
    As low as:
    $34.36
    Publisher Identifier:
    P-PER
    Discount Code:
    C
    Case Pack:
    18
    Country of Origin:
    United States
    Pub Discount:
    60
    Weight:
    22.4oz
    Imprint:
    O'Reilly Media
  • Overview

    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
    Unlike other books on the subject, AI for Game Developers doesn't attempt to cover every aspect of game AI, but to provide you with usable, advanced techniques you can apply to your games right now. If you've wanted to use AI to extend the play-life of your games, make them more challenging, and most importantly, make them more fun, then this book is for you.