Creating robust artificial intelligence is one of the greatest challenges for game developers. The commercial success of a game is often dependent upon the quality of the AI, yet the engineering of AI is often begun late in the development process and is frequently misunderstood.
In this book, Ian Millington brings extensive professional experience to the problem of improving the quality of AI in games. A game developer since 1987, he was founder of Mindlathe Ltd., at the time the largest specialist AI company in gaming. Ian shows how to think about AI as an integral part of game play.
He describes numerous examples from real games and explores the underlying ideas through detailed case studies. He goes further to introduce many techniques little used by developers today. The book's CD-ROM contains a library of C++ source code and demonstration programs, and provides access to a website with a complete commercial source code library of AI algorithms and techniques.
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The first comprehensive tutorial for professionals to implementing AI in gamesAbout the Author:
Ian Millington is a partner of IPR Ventures, a consulting company developing next-generation AI technologies for entertainment, modeling, and simulation. Previously he founded Mindlathe Ltd, the largest specialist AI middleware company in computer games, working with on a huge range of game genres and technologies. He has a long background in AI, including PhD research in complexity theory and natural computing. He has published academic and professional papers and articles on topics ranging from paleontology to hypertext.
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Book Description CRC Press, 2006. Book Condition: New. Brand New, Unread Copy in Perfect Condition. A+ Customer Service! Summary: PREFACE; ACKNOWLEDGMENTS; About the CD-ROM; PART I AI AND GAMES; 1 INTRODUCTION; 2 GAME AI; PART II TECHNIQUES; 3 MOVEMENT; 4 PATHFINDING; 5 DECISION MAKING; 6 TACTICAL AND STRATEGIC AI; 7 LEARNING; 8 BOARD GAMES; PART III SUPPORTING TECHNOLOGIES; 9 EXECUTION MANAGEMENT; 10 WORLD INTERFACING; 11 TOOLS AND CONTENT CREATION; 12 DESIGNING GAME AI; 13 AI-BASED GAME GENRES; APPENDIX; A REFERENCES; A.1 BOOKS, PERIODICALS, AND PAPERS; A.2 GAMES; INDEX. Bookseller Inventory # ABE_book_new_0124977820
Book Description CRC Press, 2006. Hardcover. Book Condition: New. Har/DVD. Bookseller Inventory # DADAX0124977820
Book Description CRC Press, 2006. Hardcover. Book Condition: New. book. Bookseller Inventory # 0124977820
Book Description CRC Press. Hardcover. Book Condition: New. 0124977820 We guarantee all of our items - customer service and satisfaction are our top priorities. Please allow 4 - 14 business days for Standard shipping, within the US. Bookseller Inventory # TM-0124977820
Book Description CRC Press, 2006. Hardcover. Book Condition: New. Bookseller Inventory # P110124977820
Book Description Book Condition: Brand New. Book Condition: Brand New. Bookseller Inventory # 97801249778221.0