Pub. Date:
Taylor & Francis
Artificial Intelligence for Games / Edition 2

Artificial Intelligence for Games / Edition 2

by Ian Millington, John Funge
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Product Details

ISBN-13: 9780123747310
Publisher: Taylor & Francis
Publication date: 08/20/2009
Edition description: New Edition
Pages: 896
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
Game AI
The Complexity Fallacy
The Kind of AI in Games
Speed and Memory
The AI Engine

The Basics of Movement Algorithms
Kinematic Movement Algorithms
Steering Behaviors
Combining Steering Behaviors
Predicting Physics
Coordinated Movement
Motor Control
Movement in the Third Dimension
The Pathfinding Graph
World Representations
Improving on A*
Hierarchical Pathfinding
Other Ideas in Pathfinding
Continuous Time Pathfinding
Movement Planning
Decision Making
Overview of Decision Making
Decision Trees
State Machines
Behavior Trees
Fuzzy Logic
Markov Systems
Goal-Oriented Behavior
Rule-Based Systems
Blackboard Architectures
Action Execution
Tactical and Strategic AI
Waypoint Tactics
Tactical Analyses
Tactical Pathfinding
Coordinated Action
Learning Basics
Parameter Modification
Action Prediction
Decision Learning
Naive Bayes Classifiers
Decision Tree Learning
Reinforcement Learning
Artificial Neural Networks
Board Games
Game Theory
Transposition Tables and Memory
Memory-Enhanced Test Algorithms
Opening Books and Other Set Plays
Further Optimizations
Turn-Based Strategy Games

Supporting Technologies
Execution Management

Anytime Algorithms
Level of Detail
World Interfacing
Getting Knowledge Efficiently
Event Managers
Polling Stations
Sense Management
Tools and Content Creation
Knowledge for Pathfinding and Waypoint Tactics
Knowledge for Movement
Knowledge for Decision Making
The Toolchain
Designing Game AI
Designing Game AI

The Design
Real-Time Strategy
Turn-Based Strategy Games
AI-Based Game Genres
Teaching Characters
Flocking and Herding Games
Books, Periodicals, and Papers

What People are Saying About This

From the Publisher

"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

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Artificial Intelligence for Games 4.7 out of 5 based on 0 ratings. 3 reviews. More than 1 year ago
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).
Anonymous More than 1 year ago
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!
Anonymous More than 1 year ago