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AI for Game Developers


AI for Game Developers Cover


Synopses & Reviews

Publisher Comments:

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.

Book News Annotation:

Intended for C/C++ programmers new to artificial intelligence, this book shows how to give game characters believable intelligence by employing a mix of deterministic and newer AI techniques. Bourg (New Orleans School of Marine Engineering) and Seemann (Crescent Vision Interactive) explain the principles behind pattern movement, flocking, pathfinding, finite state machines, fuzzy logic, neural networks, and genetic algorithms.
Annotation ©2004 Book News, Inc., Portland, OR (


From the author of "Physics for Game Developers," comes a new, non-threatening introduction to the complex subject of game programming.

About the Author

Bourg, as a naval architect and marine engineer, 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.
Glenn Seemann is a veteran game programmer with over a dozen games for Mac and Windows systems to his credit. He's a co-founder, with David Bourg, of Crescent Vision Interactive, a game development company specializing in cross platform games for both online and retail distribution.

Table of Contents

PrefaceChapter 1: Introduction to Game AIChapter 2: Chasing and EvadingChapter 3: Pattern MovementChapter 4: FlockingChapter 5: Potential Function-Based MovementChapter 6: Basic Pathfinding and WaypointsChapter 7: A* PathfindingChapter 8: Scripted AI and Scripting EnginesChapter 9: Finite State MachinesChapter 10: Fuzzy LogicChapter 11: Rule-Based AIChapter 12: Basic ProbabilityChapter 13: Decisions Under Uncertainty—Bayesian TechniquesChapter 14: Neural NetworksChapter 15: Genetic AlgorithmsVector OperationsColophon

Product Details

Bourg, David M.
O'Reilly Media
Seemann, Glenn
Video games
Programming - Software Development
Computer Graphics - Game Programming
Software Development & Engineering - General
Programming - Games
Computer animation
Computer games -- Programming.
Software Engineering-General
AI;artificial intelligence;finite state machines;fuzzy logic;game;neural networks
General Computers
Edition Description:
Print PDF
Publication Date:
9.2 x 7 x 1 in 1.15 lb

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Related Subjects

Computers and Internet » Computers Reference » Beginning and Reference
Computers and Internet » Software Engineering » Game Design
Computers and Internet » Software Engineering » General

AI for Game Developers New Trade Paper
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Product details 392 pages O'Reilly & Associates - English 9780596005559 Reviews:
"Synopsis" by ,
From the author of "Physics for Game Developers," comes a new, non-threatening introduction to the complex subject of game programming.
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