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From Barnes & NobleThe Barnes & Noble Review
How do you differentiate your game when great graphics aren’t enough? One way: smarter, more cunning characters. Great villains, for instance. To get them, master AI -- with John Funge’s Artificial Intelligence for Computer Games.
Funge discusses just about everything game developers are doing with AI, organizing his coverage around a Non-Player Character. (Think, maybe, Mario’s Wario -- though NPCs can also be sidekicks, “cannon fodder,” or even the hidden non-characters that control lighting and cameras in the background.) You’ll learn ways to control how your NPC acts, perceives, reacts, remembers, searches, learns, and chooses from available options.
John Funge has written about AI and games before. But his earlier book, based on a Ph.D. thesis, was quite academic. This one’s for working developers. It’s far more accessible, and very useful. Bill Camarda
Bill Camarda is a consultant, writer, and web/multimedia content developer. His 15 books include Special Edition Using Word 2003 and Upgrading & Fixing Networks for Dummies, Second Edition.