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).
* 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:||Taylor & Francis|
|Edition description:||New Edition|
|Product dimensions:||7.70(w) x 9.30(h) x 1.50(d)|
About the Author
Ian Millington is a partner of IPR Ventures, a consulting company developing next-generation AI technologies for entertainment, modeling, and simulation. Previously he founded Mindlathe Ltd, the largest specialist AI middleware company in computer games, working with on a huge range of game genres and technologies. He has a long background in AI, including PhD research in complexity theory and natural computing. He has published academic and professional papers and articles on topics ranging from paleontology to hypertext.
Table of Contents
AI and Games
What Is AI?
Model of Game AI
Algorithms, Data Structures, and Representations
On the Website
Layout of the Book
The Complexity Fallacy
The Kind of AI in Games
Speed and Memory
The AI Engine
The Basics of Movement Algorithms
Kinematic Movement Algorithms
Combining Steering Behaviors
Movement in the Third Dimension
The Pathfinding Graph
Improving on A*
Other Ideas in Pathfinding
Continuous Time Pathfinding
Overview of Decision Making
Tactical and Strategic AI
Naive Bayes Classifiers
Decision Tree Learning
Artificial Neural Networks
Transposition Tables and Memory
Memory-Enhanced Test Algorithms
Opening Books and Other Set Plays
Turn-Based Strategy Games
Level of Detail
Getting Knowledge Efficiently
Tools and Content Creation
Knowledge for Pathfinding and Waypoint Tactics
Knowledge for Movement
Knowledge for Decision Making
Designing Game AI
Designing Game AI
Turn-Based Strategy Games
AI-Based Game Genres
Flocking and Herding Games
Books, Periodicals, and Papers
What People are Saying About This
"Ian Millington's book is a comprehensive reference to the most widely used techniques in game AI today. Any game developer working on AI will learn something from this book, and game producers should make sure their AI programmers have a copy." -Dr. Ian Lane Davis, Mad Doc Software
Most Helpful Customer Reviews
Artificial Intelligence for Games by Ian Millington and John Funge covers lots of topics but is mainly designed to help the reader to master one element of game development which is artificial intelligence (AI). The book covers a wide range of techniques for game AI including detailed explanations of AI algorithms, their purpose and usage. As I have learnt from this book, artificial intelligence is about making computers able to perform some thinking tasks that human and animals are capable of. This includes superhuman abilities in solving many arithmetic, sorting, searching and decision making problems. This book shows how it can be achieved revealing a range of techniques to the reader. The book is split into five parts: introduction for AI in games, the substance of the AI (movement, pathfinding, decision making, tactical and strategic reasoning, learning), technologies and ways of implementation that enable the AI to do its job and finally designing game AI. I think this book could be aimed at a wide range of readers but is most suitable for those looking for solid understanding of game AI and comprehensive reference to techniques used in top studios. The book helps to gain a deep and thorough view on modeling complex emotional states, triggers, and behaviors. To get the most from the book, you have to manage some time to read it and to understand its contents. If you need a quick AI solutions repository you should probably find another book related to a particular technology or computer language. The book is associated with a website that contains a library of C++ source code covering the techniques found in the book. Hopefully the C++ code used in samples is relatively easy to read and includes many comments. There are also demonstration programs compiled as EXE files. Besides many technical solutions to AI related issues I have also learnt from this book a few high-level things. For instance I have learnt that creating good AI is all about matching the right behaviors to the right algorithms and that often, a very simple technique used well can have better results then implementing complex the AI in the game. This book is an open minder or a view broadener on many aspects related to the AI in games. It can also serve as a great example of good analysis, desing and prototyping examples of more or less complex algorithms which are about to use in specific projects. This is a very valuable title for any computer science professional dealing with Artificial Intelligence (for games).
This is crap. Not the full book. Only 30 pages long. Table of contents. One paragraph for each chapter. Appendix. What the ****, this cost $70. You guys need to get your **** together!