Hooray! You have added the first book to your bookshelf. Check it out now!
[−]
  • Search Digit-count Valid ISBN Invalid ISBN Valid Barcode Invalid Barcode

AI Game Engine Programming

(Game Development Series) (Game Development Series)

By Brian Schwab

(1)

| Paperback | 9781584503446

Like AI Game Engine Programming?
Join aNobii to see if your friends read it, and discover similar books!

Sign up for free

Book Description

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 surContinue

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 wit

0 Review

Login or Sign Up to write a review
No reviews for this book yet

Book Details

  • Rating:
    (1)
    • 5 stars
    • 4 stars
    • 3 stars
    • 2 stars
    • 1 star
  • English Books
  • Paperback 624 Pages
  • Edition: 1
  • ISBN-10: 1584503440
  • ISBN-13: 9781584503446
  • Publisher: Charles River Media
  • Pub date: Sep 01, 2004
  • Dimensions: 1484 mm x 1226 mm x 194 mm Just how big is that?
Improve data of this book

Prices Change currency & sellers

ISBN Edition List Sale Seller
9781584503446 Paperback $49.95 -- The Book Depository
+ 1 copy tradable: →
Added to Shelf Added to Wish List

Inline Translation Mode

Left click to navigate, right click to translate.

inline translation guide

or close

Inline translation is not ready for this page yet.

Inline translation mode.

Share this page with your friends.

The viewport has not loaded.