Jumat, 19 Desember 2014

[D576.Ebook] Ebook Free Programming Game AI , by Example (Wordware Game Developers Library), by Mat Buckland

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Programming Game AI , by Example (Wordware Game Developers Library), by Mat Buckland

Programming Game AI , by Example (Wordware Game Developers Library), by Mat Buckland



Programming Game AI , by Example (Wordware Game Developers Library), by Mat Buckland

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Programming Game AI , by Example (Wordware Game Developers Library), by Mat Buckland

Programming 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, search, path planning and optimization, triggers, scripting, scripted finite state machines, perceptual modeling, goal evaluation, goal arbitration, and fuzzy logic.

  • Sales Rank: #139971 in Books
  • Brand: Buckland, Mat
  • Published on: 2004-10-14
  • Original language: English
  • Number of items: 1
  • Dimensions: 9.21" h x 1.00" w x 6.09" l, 1.52 pounds
  • Binding: Paperback
  • 495 pages

From the Inside Flap
"Programming Game AI by Example stands out from the pack by providing industrial-strength solutions to difficult problems, like steering and goal-oriented behavior. Mat guides the reader toward building a foundation robust enough for real games. This book is a must-have for anyone new to the field, and has tips for the seasoned professional as well. I wish I had read it eight years ago!"
---Jeff Orkin, AI architect, Monolith Productions, No One Lives Forever 2 and F.E.A.R

"...a nice combination of a lot of really useful information, put together in a way that doesn’t make my brain leak."
---Gareth Lewis, Project leader, Lionhead Studios, Black & White 2

"Each chapter of Mat’s book gently introduces the reader to a fundamental game AI technology before expanding the new idea into a fully formed solution replete with extensive code and clearly worded examples. The tone of the book is uncomplicated and accessible to the reader, allowing a novice programmer the opportunity to get to grips with the basics of game AI programming by implementing their own systems direct from theory or expanding upon code examples offered to gain understanding in a sandbox environment. Once individual technologies are fully understood, the book goes on to combine these ideas into several complete game environments allowing the reader to understand the relationships between the interacting systems of an overarching game architecture."
---Mike Ducker, AI programmer, Lionhead Studios, Fable

"Using easy-to-follow and well-described examples, this book shows you how to use most of the techniques professional AI programmers use. A great introduction for the beginner and an excellent reference for the more experienced!"
---Eric Martel, AI programmer, Ubisoft, Far Cry (XBox)

"Programming Game AI by Example is an excellent book for the game programming neophyte, the intermediate programmer, and even the expert - it doesn’t hurt to go over familiar ground, does it? The book concisely covers all of the important areas, including basic maths and physics through to graph theory and scripting with Lua, to arm any programmer with the tools needed to create some very sophisticated agent behaviours. Unusually for books of the type, Programming Game AI by Example is solid in its software engineering too, with the example code demonstrating game uses of familiar design patterns. I’d have no qualms about recommending Programming Game AI by Example to any programmer. It’s an excellent read and an excellent springboard for ideas."
---Chris Keegan, Technical director, Climax Studios (Solent)

About the Author
Mat Buckland studied Computer Science at London University, then spent many years as a Risk Management Consultant. He went on to work for a developer producing games fro Gremlin Software. Buckland now works as a freelance programmer and AI consultant. He has been interested in evolutionary computing and AI in general since he first read about these techniques back in the early 80 s. He is the author of the ai-junkie.com web site (www.ai-junkie.com), which provides tutorials and advice on evolutionary algorithms.

Most helpful customer reviews

1 of 1 people found the following review helpful.
Perfect AI Entry Level Book
By Justin
One Line Synopsis - This book is a must for anyone interested in the topic of AI in games, and it is full of examples that really drive home the lessons being taught.

With all the college courses and graduate studies devoted to the field of artificial intelligence, this book could have easily drowned itself it excessive theory. Thankfully, this did not happen. The author is truly able to give concrete examples and demonstrate the applicable methodologies. Not only do the examples given in the text convey the lessons in AI so clearly, they could easily be employed in your own projects.

I have given myself plenty of time not only to read the book, but generate my own AI code inspired from the book. It really is the perfect blend of theory, practice, and examples. If you are looking for an entry level AI book that will also deliver you into the intermediate stages of AI programming, this is the book you have been looking for.

I would highly recommend anyone who purchases the book to check out the source code that can be found on the companion website. It not only offers the source code from the book, but also the standalone executables that run the programs discussed. As AI behavior is such a dynamic phenomenon, it really lends itself to view the examples in motion alongside the text. That's why these programs are so helpful. Additionally, one can tell a lot of care was put into constructing these programs to really demonstrate the main point of each topic.

As an aside, chapter 2 of this book is an exceptional chapter for those interested in game engine design. It primarily deals with state-driven design and finite state machines, but also discusses game entities and their management along with message handling. While the topics in this chapter deal with AI behavior, their applications go far beyond AI and could easily be applied to many other features of games and software.

12 of 12 people found the following review helpful.
Great book, bad kindle translation
By Ivan Bohannon
I purchased this book after reading the other reviews, and I was not disappointed.

It has GREAT content. Now the annoying part.

Obviously a robot without a spell checker OCR'd the book and make a kindle version, and then the author or amazon never proofed it. Every single page has words with numbers in place of letters and/or funky random spaces in the middle of words, words are even broken across line breaks.

Also NO browsable table of contents, chapters, or organization of any kind, so you would probably be better of with the paper edition if you are going to be referring back to the book.

1 of 1 people found the following review helpful.
Even 10 years later; still one of the best treatments of Game AI
By Eli
Matthew Buckland's book was the second book on Game AI I had read (The first being Behavioral Mathematics). After reading it, I would say that that it is a major complement to his other book "AI Techniques for Game Programming". So anybody who thinks this book may simply be a rehash of the AI Techniques book is mistaken. This book will teach you about the basics of Game Programming and the mechanics that go into creating a Game AI Engine. I would recommend it as a great place to start learning about concepts in Game AI. I would also highly recommend reading "3D Math Primer for Graphics and Game Development" before reading this book though. Even though it's a graphics book, it's treatment on the dot product and other linear algebra concepts really helped me grasp the concepts presented in Buckland's book.

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