Programming Game AI by Example

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51jAoX1id6L. SL160  Programming Game AI by Example

  • ISBN13: 9781556220784
  • Condition: NEW
  • Notes: Brand New from Publisher. No Remainder Mark.

Product DescriptionProgramming Game AI by Example provides a comprehensive and practical introduction to the bread and butter AI techniques used by the game development industry, leading the reader through the process of designing, programming, and implementing intelligent agents for action games using the C++ programming language. Techniques covered include state- and goal-based behavior, inter-agent communication, individual and group steering behaviors, team AI, graph theory, searc. . . More >>

Programming Game AI by Example

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Posted on March 10, 2010

6 Comments

  1. SesameStick says:

    As the author states in the introduction you need to read the book in a comfortable chair with a laptop+net connection, you cant read this without a keyboard with in arms reach. I expected the examples to be in pseudo code or at a less hard core level of C, if your programming is not top notch be carefull.
    Rating: 3 / 5

  2. N. Lynch says:

    First off this book is informative about common AI game techniques. However it lets itself down hugely with the code sections and at times the rather clunky way of explaining some algorithms. The code should of been pseudo code and most of the math functions that are used with the code are never ever explained despite a laughable introduction at the start which covers about 10% of what you actually need to know.

    I’ve rewritten most of the applications in java and found them to be far more straight forward than explained and laid out in the book. Which is a pity because his style is light and the information necessary.
    Rating: 2 / 5

  3. Mark B. says:

    It is as the title says, Programming Game AI by Example. Reading it, I felt that going more deeply into concepts rather than showing short snippets of code would have been more useful to me. I also felt that the code shown in the book was shallow at some points and really quite useless without the source code that the book provides a link to on the web. I learned more going through each class of the source code and seeing what each function actually did, rather than just seeing a few function calls in the example code in the book. Which may seem obvious enough, but the example code could have been left out entirely in my opinion and just referenced. However, it is all brought together quite nicely in the final game where the focus of each chapter is shown in a final product.
    An entire chapter on HOW to script in lua could have been done away with (thats what tutorials are for) and instead been used for concepts of how it can be used. Plus I felt it was slightly out of place as I do not recall it being used in the final game either.
    I am trying to code a game in flash actionscript and for that this book was not very helpful as I do not have all the libraries that the author uses in his source code and would have appreciated a book with a broader application. Personally I thought the book was merely OK, but realizing that because I didn’t find it useful doesn’t necessarily mean its bad, I’m giving it a 4.
    Rating: 4 / 5

  4. If you are like me, who wants to get the job done, this book is just perfect!

    With lots of examples, this book is stuffed with clever solutions for pratical problems you stumble upon when developing average games. There is even a simple soccer game example.

    After you read this book, I’m pretty sure you will obtain solid notions about artificial intelligence for games.
    Rating: 5 / 5

  5. I had a problem programming a NPC car pilot and I found the solution inside this amazing book! I’m sure you’ll find the solution for your problem as well!!
    Rating: 5 / 5

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