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AI for Game Developersby David M. Bourg
Synopses & Reviews
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:
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 (booknews.com)
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
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