Artificial Intelligence for Games / Edition 1

Artificial Intelligence for Games / Edition 1

by Ian Millington
     
 

ISBN-10: 0124977820

ISBN-13: 9780124977822

Pub. Date: 05/31/2006

Publisher: Taylor & Francis

Creating robust artificial intelligence is one of the greatest challenges for game developers. The commercial success of a game is often dependent upon the quality of the AI, yet the engineering of AI is often begun late in the development process and is frequently misunderstood.

In this book, Ian Millington brings extensive professional experience to the

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Overview

Creating robust artificial intelligence is one of the greatest challenges for game developers. The commercial success of a game is often dependent upon the quality of the AI, yet the engineering of AI is often begun late in the development process and is frequently misunderstood.

In this book, Ian Millington brings extensive professional experience to the problem of improving the quality of AI in games. A game developer since 1987, he was founder of Mindlathe Ltd., at the time the largest specialist AI company in gaming. Ian shows how to think about AI as an integral part of game play.

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 CD-ROM contains a library of C++ source code and demonstration programs, and provides access to a website with a complete commercial source code library of AI algorithms and techniques.

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Product Details

ISBN-13:
9780124977822
Publisher:
Taylor & Francis
Publication date:
05/31/2006
Series:
The Morgan Kaufmann Series in Interactive 3D Technology Series
Edition description:
BK & DVD
Pages:
896
Product dimensions:
7.84(w) x 9.28(h) x 1.48(d)

Table of Contents

Pt. IAI and games1
Ch. 1Introduction3
Ch. 2Game AI21
Pt. IITechniques39
Ch. 3Movement41
Ch. 4Pathfinding203
Ch. 5Decision making301
Ch. 6Tactical and strategic AI473
Ch. 7Learning563
Ch. 8Board games647
Pt. IIISupporting technologies691
Ch. 9Execution management693
Ch. 10World interfacing727
Ch. 11Tools and content creation769
Pt. IVDesigning game AI789
Ch. 12Designing game AI791
Ch. 13AI-based game genres817

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