(Paperback - 2)
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| Paperback - Book with CD | $47.18 |
AI Game Engine Programming provides game developers with the tools and
wisdom necessary to create modern game AI engines. It takes programmers from
theory to actual game development, with usable code frameworks designed to go
beyond merely detailing how a technique might be used. In addition, it surveys
the capabilities of the different techniques used. In addition, it surveys the
capabilities of the different techniques used in some current AI engines, and
covers common pitfalls, design considerations, and optimizations. If you’re
having difficulty determining which techniques to use, or looking for working
code best suited to a particular game, you’ll find the answers here. You’ll also
find a clean, usable interface for a variety of game AI techniques with an
emphasis on primary decision-making paradigms.
The book provides insightful coverage of a variety of subjects important
to AI engine development, and ties them together masterfully to form an
indispensable reference. Part I provides an overall look at game AI, covers the
basic terminology used in the book, reviews underlying concepts of game AI, and
dissects the parts of a game AI engine. Part II covers specific game genres
(RPG, TRS, FTPS, Shooter, Sports, Racing, Strategy, Adventure, Fighting,
Platform, and miscellaneous) and explains how they use different AU paradigms.
It also covers the move common solutions to the problems posed by each genre.
Some of the problems include, dealing with direct AI and human interactions,
using scripting languages appropriately, and general intelligence/entertainment
balancing. Part III provides the actual code implementations for the basic AI
techniques such as finite state machines, fuzzy state machines, message board
systems, scripted systems, and location-based information systems. And, Part IV
covers the move advanced techniques, including genetic algorithms, neural
networks, artificial life, planning algorithms, and decision trees. The book
concludes with Part V, which looks at “real game AI development.” The areas
covered here focus on how distributed AI works as an overall paradigm that can
help with the organization of any AI engine. There is also coverage of common AI
development, debugging and tuning, and the future of
AI.
After reading this book you’ll have traveled through most of the huge
landscape of knowledge that a game AI programmer faces, and you’ll be prepared
to master it!
Key Feature:
·
Provides a detailed guide for
programmers interested in creating an AI engine for and game
genre
·
Breaks down AI elements and
solutions by genre, and provides concrete examples from popular
games
·
Includes code implementations for
both basic and complex AI techniques
·
Provides suggestions for how the AI
systems discussed can be extended or optimized for space, speed, and other
limitations
·
Explains distributed AI as a
paradigm that can help with the organization of almost any AI
engine
On the CD-ROM
The CD-ROM includes all of the source code compiled using Microsoft
Visual C++ 6.0, along with the compiled binaries; the GLUT wrapper for OpenGL
library, and the Lua language library; useful bookmarks; and all the figures
from the book.
System Requirements: Pentium 3.1 GHz or better, GeoForce Go or 3
graphics card or better, Windows (ME, 2000, or XP). The demonstration programs
are written in Microsoft Visual C++ under the Windows platform, but only
rendering is platform specific. The rendering API used is the GLUT extension to
Open GL.
Brian Schwab (San Diego, CA) has been a game programmer for over ten years, and has held key positions as Gameplay and AI Programmer for both Angel Studios and DreamWorks Interactive. He currently acts as Senior AI Programmer for Sony Computer Entertainment.