Author: Steve Rabin
Publisher:
ISBN: 9781584502890
Category : Computers
Languages : en
Pages : 732
Book Description
Presents articles by artificial intelligence programmers that discuss techniques, concepts, architectures, and philosophies of AI game programming.
AI Game Programming Wisdom 2
Author: Steve Rabin
Publisher:
ISBN: 9781584502890
Category : Computers
Languages : en
Pages : 732
Book Description
Presents articles by artificial intelligence programmers that discuss techniques, concepts, architectures, and philosophies of AI game programming.
Publisher:
ISBN: 9781584502890
Category : Computers
Languages : en
Pages : 732
Book Description
Presents articles by artificial intelligence programmers that discuss techniques, concepts, architectures, and philosophies of AI game programming.
Game AI Pro 2
Author: Steven Rabin
Publisher: CRC Press
ISBN: 1482254808
Category : Computers
Languages : en
Pages : 566
Book Description
Game AI Pro2: Collected Wisdom of Game AI Professionals presents cutting-edge tips, tricks, and techniques for artificial intelligence (AI) in games, drawn from developers of shipped commercial games as well as some of the best-known academics in the field. It contains knowledge, advice, hard-earned wisdom, and insights gathered from across the com
Publisher: CRC Press
ISBN: 1482254808
Category : Computers
Languages : en
Pages : 566
Book Description
Game AI Pro2: Collected Wisdom of Game AI Professionals presents cutting-edge tips, tricks, and techniques for artificial intelligence (AI) in games, drawn from developers of shipped commercial games as well as some of the best-known academics in the field. It contains knowledge, advice, hard-earned wisdom, and insights gathered from across the com
Game AI Pro 3
Author: Steve Rabin
Publisher: CRC Press
ISBN: 1498742599
Category : Computers
Languages : en
Pages : 541
Book Description
Game AI Pro3: Collected Wisdom of Game AI Professionals presents state-of-the-art tips, tricks, and techniques drawn from developers of shipped commercial games as well as some of the best-known academics in the field. This book acts as a toolbox of proven techniques coupled with the newest advances in game AI. These techniques can be applied to almost any game and include topics such as behavior trees, utility theory, path planning, character behavior, and tactical reasoning. KEY FEATURES Contains 42 chapters from 50 of the game industry’s top developers and researchers. Provides real-life case studies of game AI in published commercial games. Covers a wide range of AI in games, with topics applicable to almost any game. Includes downloadable demos and/or source code, available at http://www.gameaipro.com SECTION EDITORS Neil Kirby General Wisdom Alex Champandard Architecture Nathan Sturtevant Movement and Pathfinding Damian Isla Character Behavior Kevin Dill Tactics and Strategy; Odds and Ends
Publisher: CRC Press
ISBN: 1498742599
Category : Computers
Languages : en
Pages : 541
Book Description
Game AI Pro3: Collected Wisdom of Game AI Professionals presents state-of-the-art tips, tricks, and techniques drawn from developers of shipped commercial games as well as some of the best-known academics in the field. This book acts as a toolbox of proven techniques coupled with the newest advances in game AI. These techniques can be applied to almost any game and include topics such as behavior trees, utility theory, path planning, character behavior, and tactical reasoning. KEY FEATURES Contains 42 chapters from 50 of the game industry’s top developers and researchers. Provides real-life case studies of game AI in published commercial games. Covers a wide range of AI in games, with topics applicable to almost any game. Includes downloadable demos and/or source code, available at http://www.gameaipro.com SECTION EDITORS Neil Kirby General Wisdom Alex Champandard Architecture Nathan Sturtevant Movement and Pathfinding Damian Isla Character Behavior Kevin Dill Tactics and Strategy; Odds and Ends
AI Game Development
Author: Alex J. Champandard
Publisher: New Riders
ISBN: 9781592730049
Category : Computers
Languages : en
Pages : 772
Book Description
With game players expecting greater intelligence, efficiency, and realism with non-player characters, AI plays an ever-increasing important role in game development. This is a tremendous challenge for game developers in methodology, software design, and programming. Creating autonomous synthetic creatures that can adapt in games requires a different kind of understanding of AI than the classical approach used by current game programmers. The Nouvelle Game AI approach presented in this book focuses on creating embodied "animats" that behave in an intelligent and realistic manner. In particular, learning AI is generating much interest among the game development community, as these modern techniques can be used to optimize the development process. Book jacket.
Publisher: New Riders
ISBN: 9781592730049
Category : Computers
Languages : en
Pages : 772
Book Description
With game players expecting greater intelligence, efficiency, and realism with non-player characters, AI plays an ever-increasing important role in game development. This is a tremendous challenge for game developers in methodology, software design, and programming. Creating autonomous synthetic creatures that can adapt in games requires a different kind of understanding of AI than the classical approach used by current game programmers. The Nouvelle Game AI approach presented in this book focuses on creating embodied "animats" that behave in an intelligent and realistic manner. In particular, learning AI is generating much interest among the game development community, as these modern techniques can be used to optimize the development process. Book jacket.
Artificial Intelligence for Games
Author: Ian Millington
Publisher: CRC Press
ISBN: 1315360578
Category : Computers
Languages : en
Pages : 898
Book Description
Creating robust artificial intelligence is one of the greatest challenges for game developers, yet the commercial success of a game is often dependent upon the quality of the AI. In this book, Ian Millington brings extensive professional experience to the problem of improving the quality of AI in games. He describes numerous examples from real games and explores the underlying ideas through detailed case studies. He goes further to introduce many techniques little used by developers today. The book's associated web site contains a library of C++ source code and demonstration programs, and a complete commercial source code library of AI algorithms and techniques. "Artificial Intelligence for Games - 2nd edition" will be highly useful to academics teaching courses on game AI, in that it includes exercises with each chapter. It will also include new and expanded coverage of the following: AI-oriented gameplay; Behavior driven AI; Casual games (puzzle games). Key Features * The first comprehensive, professional tutorial and reference to implement true AI in games written by an engineer with extensive industry experience. * Walks through the entire development process from beginning to end. * Includes examples from over 100 real games, 10 in-depth case studies, and web site with sample code.
Publisher: CRC Press
ISBN: 1315360578
Category : Computers
Languages : en
Pages : 898
Book Description
Creating robust artificial intelligence is one of the greatest challenges for game developers, yet the commercial success of a game is often dependent upon the quality of the AI. In this book, Ian Millington brings extensive professional experience to the problem of improving the quality of AI in games. He describes numerous examples from real games and explores the underlying ideas through detailed case studies. He goes further to introduce many techniques little used by developers today. The book's associated web site contains a library of C++ source code and demonstration programs, and a complete commercial source code library of AI algorithms and techniques. "Artificial Intelligence for Games - 2nd edition" will be highly useful to academics teaching courses on game AI, in that it includes exercises with each chapter. It will also include new and expanded coverage of the following: AI-oriented gameplay; Behavior driven AI; Casual games (puzzle games). Key Features * The first comprehensive, professional tutorial and reference to implement true AI in games written by an engineer with extensive industry experience. * Walks through the entire development process from beginning to end. * Includes examples from over 100 real games, 10 in-depth case studies, and web site with sample code.
Programming Game AI by Example
Author: Mat Buckland
Publisher: Jones & Bartlett Learning
ISBN: 9781556220784
Category : Computers
Languages : en
Pages : 522
Book Description
This book describes in detail many of the AI techniques used in modern computer games, explicity shows how to implement these practical techniques within the framework of several game developers with a practical foundation to game AI.
Publisher: Jones & Bartlett Learning
ISBN: 9781556220784
Category : Computers
Languages : en
Pages : 522
Book Description
This book describes in detail many of the AI techniques used in modern computer games, explicity shows how to implement these practical techniques within the framework of several game developers with a practical foundation to game AI.
AI Game Programming Wisdom 4
Author: Steve Rabin
Publisher: Course Technology PTR
ISBN: 9781584505235
Category : Computers
Languages : en
Pages : 699
Book Description
This all-new volume is filled with over 60 new, ready-to-use expert techniques, ideas, and solutions for game developers.
Publisher: Course Technology PTR
ISBN: 9781584505235
Category : Computers
Languages : en
Pages : 699
Book Description
This all-new volume is filled with over 60 new, ready-to-use expert techniques, ideas, and solutions for game developers.
AI Techniques for Game Programming
Author:
Publisher:
ISBN:
Category : Artificial intelligence
Languages : en
Pages : 448
Book Description
Publisher:
ISBN:
Category : Artificial intelligence
Languages : en
Pages : 448
Book Description
Introduction to Game AI
Author: Neil Kirby
Publisher: Course Technology
ISBN: 9781598639988
Category : Computers
Languages : en
Pages : 385
Book Description
Teaches beginners how to craft artificial intelligence in a game environment, providing hands-on AI projects based on small understandable games, all of which can be completed using tools that are available for free online. Original.
Publisher: Course Technology
ISBN: 9781598639988
Category : Computers
Languages : en
Pages : 385
Book Description
Teaches beginners how to craft artificial intelligence in a game environment, providing hands-on AI projects based on small understandable games, all of which can be completed using tools that are available for free online. Original.
Behavioral Mathematics for Game AI
Author: Dave Mark
Publisher: Cengage Learning Ptr
ISBN: 9781584506843
Category : Computers
Languages : en
Pages : 459
Book Description
Human behavior is never an exact science, making the design and programming of artificial intelligence that seeks to replicate human behavior difficult. Usually, the answers cannot be found in sterile algorithms that are often the focus of artificial intelligence programming. However, by analyzing why people behave the way we do, we can break down the process into increasingly smaller components. We can model many of those individual components in the language of logic and mathematics and then reassemble them into larger, more involved decision-making processes. Drawing from classical game theory, "Behavioral Mathematics for Game AI" covers both the psychological foundations of human decisions and the mathematical modeling techniques that AI designers and programmers can use to replicate them. With examples from both real life and game situations, you'll explore topics such as utility, the fallacy of rational behavior, and the inconsistencies and contradictions that human behavior often exhibits. You'll examine various ways of using statistics, formulas, and algorithms to create believable simulations and to model these dynamic, realistic, and interesting behaviors in video games. Finally, you'll be introduced to a number of tools you can use in conjunction with standard AI algorithms to make it easier to utilize the mathematical models.
Publisher: Cengage Learning Ptr
ISBN: 9781584506843
Category : Computers
Languages : en
Pages : 459
Book Description
Human behavior is never an exact science, making the design and programming of artificial intelligence that seeks to replicate human behavior difficult. Usually, the answers cannot be found in sterile algorithms that are often the focus of artificial intelligence programming. However, by analyzing why people behave the way we do, we can break down the process into increasingly smaller components. We can model many of those individual components in the language of logic and mathematics and then reassemble them into larger, more involved decision-making processes. Drawing from classical game theory, "Behavioral Mathematics for Game AI" covers both the psychological foundations of human decisions and the mathematical modeling techniques that AI designers and programmers can use to replicate them. With examples from both real life and game situations, you'll explore topics such as utility, the fallacy of rational behavior, and the inconsistencies and contradictions that human behavior often exhibits. You'll examine various ways of using statistics, formulas, and algorithms to create believable simulations and to model these dynamic, realistic, and interesting behaviors in video games. Finally, you'll be introduced to a number of tools you can use in conjunction with standard AI algorithms to make it easier to utilize the mathematical models.