Book Description
Presents articles by artificial intelligence programmers that discuss techniques, concepts, architectures, and philosophies of AI game programming.
Author : Steve Rabin
Publisher :
Page : 732 pages
File Size : 44,12 MB
Release : 2004-01
Category : Computers
ISBN : 9781584502890
Presents articles by artificial intelligence programmers that discuss techniques, concepts, architectures, and philosophies of AI game programming.
Author : Steven Rabin
Publisher : CRC Press
Page : 566 pages
File Size : 25,92 MB
Release : 2015-04-17
Category : Computers
ISBN : 1482254808
Game AI Pro2: Collected Wisdom of Game AI Professionals presents cutting-edge tips, tricks, and techniques for artificial intelligence (AI) in games, drawn from developers of shipped commercial games as well as some of the best-known academics in the field. It contains knowledge, advice, hard-earned wisdom, and insights gathered from across the com
Author : Steve Rabin
Publisher : CRC Press
Page : 541 pages
File Size : 46,97 MB
Release : 2017-07-12
Category : Computers
ISBN : 1498742599
Game AI Pro3: Collected Wisdom of Game AI Professionals presents state-of-the-art tips, tricks, and techniques drawn from developers of shipped commercial games as well as some of the best-known academics in the field. This book acts as a toolbox of proven techniques coupled with the newest advances in game AI. These techniques can be applied to almost any game and include topics such as behavior trees, utility theory, path planning, character behavior, and tactical reasoning. KEY FEATURES Contains 42 chapters from 50 of the game industry’s top developers and researchers. Provides real-life case studies of game AI in published commercial games. Covers a wide range of AI in games, with topics applicable to almost any game. Includes downloadable demos and/or source code, available at http://www.gameaipro.com SECTION EDITORS Neil Kirby General Wisdom Alex Champandard Architecture Nathan Sturtevant Movement and Pathfinding Damian Isla Character Behavior Kevin Dill Tactics and Strategy; Odds and Ends
Author : Alex J. Champandard
Publisher : New Riders
Page : 772 pages
File Size : 16,87 MB
Release : 2003
Category : Computers
ISBN : 9781592730049
With game players expecting greater intelligence, efficiency, and realism with non-player characters, AI plays an ever-increasing important role in game development. This is a tremendous challenge for game developers in methodology, software design, and programming. Creating autonomous synthetic creatures that can adapt in games requires a different kind of understanding of AI than the classical approach used by current game programmers. The Nouvelle Game AI approach presented in this book focuses on creating embodied "animats" that behave in an intelligent and realistic manner. In particular, learning AI is generating much interest among the game development community, as these modern techniques can be used to optimize the development process. Book jacket.
Author : Mat Buckland
Publisher : Jones & Bartlett Learning
Page : 522 pages
File Size : 45,75 MB
Release : 2005
Category : Computers
ISBN : 9781556220784
This book describes in detail many of the AI techniques used in modern computer games, explicity shows how to implement these practical techniques within the framework of several game developers with a practical foundation to game AI.
Author : Neil Kirby
Publisher : Course Technology
Page : 385 pages
File Size : 43,55 MB
Release : 2010-06
Category : Computers
ISBN : 9781598639988
Teaches beginners how to craft artificial intelligence in a game environment, providing hands-on AI projects based on small understandable games, all of which can be completed using tools that are available for free online. Original.
Author : Steve Rabin
Publisher : Course Technology PTR
Page : 699 pages
File Size : 26,97 MB
Release : 2008
Category : Computers
ISBN : 9781584505235
This all-new volume is filled with over 60 new, ready-to-use expert techniques, ideas, and solutions for game developers.
Author : Georgios N. Yannakakis
Publisher : Springer
Page : 350 pages
File Size : 13,78 MB
Release : 2018-02-17
Category : Computers
ISBN : 3319635190
This is the first textbook dedicated to explaining how artificial intelligence (AI) techniques can be used in and for games. After introductory chapters that explain the background and key techniques in AI and games, the authors explain how to use AI to play games, to generate content for games and to model players. The book will be suitable for undergraduate and graduate courses in games, artificial intelligence, design, human-computer interaction, and computational intelligence, and also for self-study by industrial game developers and practitioners. The authors have developed a website (http://www.gameaibook.org) that complements the material covered in the book with up-to-date exercises, lecture slides and reading.
Author : Steve Rabin
Publisher :
Page : 778 pages
File Size : 46,51 MB
Release : 2006
Category : Computers
ISBN :
This all-new volume is filled with over 60 new, ready-to-use expert techniques, ideas, and solutions for game developers.
Author : Jouni Smed
Publisher : John Wiley & Sons
Page : 497 pages
File Size : 27,67 MB
Release : 2017-06-16
Category : Computers
ISBN : 1119259835
The essential guide to solving algorithmic and networking problems in commercial computer games, revised and extended Algorithms and Networking for Computer Games, Second Edition is written from the perspective of the computer scientist. Combining algorithmic knowledge and game-related problems, it explores the most common problems encountered in game programing. The first part of the book presents practical algorithms for solving “classical” topics, such as random numbers, procedural generation, tournaments, group formations and game trees. The authors also focus on how to find a path in, create the terrain of, and make decisions in the game world. The second part introduces networking related problems in computer games, focusing on four key questions: how to hide the inherent communication delay, how to best exploit limited network resources, how to cope with cheating and how to measure the on-line game data. Thoroughly revised, updated, and expanded to reflect the many constituent changes occurring in the commercial gaming industry since the original, this Second Edition, like the first, is a timely, comprehensive resource offering deeper algorithmic insight and more extensive coverage of game-specific networking problems than ordinarily encountered in game development books. Algorithms and Networking for Computer Games, Second Edition: Provides algorithmic solutions in pseudo-code format, which emphasises the idea behind the solution, and can easily be written into a programming language of choice Features a section on the Synthetic player, covering decision-making, influence maps, finite-state machines, flocking, fuzzy sets, and probabilistic reasoning and noise generation Contains in-depth treatment of network communication, including dead-reckoning, local perception filters, cheating prevention and on-line metrics Now includes 73 ready-to-use algorithms and 247 illustrative exercises Algorithms and Networking for Computer Games, Second Edition is a must-have resource for advanced undergraduate and graduate students taking computer game related courses, postgraduate researchers in game-related topics, and developers interested in deepening their knowledge of the theoretical underpinnings of computer games and in learning new approaches to game design and programming.