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Artificial Intelligence - General, Game Programming
AI Game Programming Wisdom by Steve Rabin β€” book cover

AI Game Programming Wisdom

by Steve Rabin
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Overview

Learn how AI experts create intelligent game objects and characters with this first volume in the AI Game Programming Wisdom series. This unique collection of articles gives programmers and developers access to the insights and wisdom of over thirty AI pros. Each article delves deep into key AI game programming issues and provides insightful new ideas and techniques that can be easily integrated into your own games. Everything from general AI architectures, rule based systems, level-of-detail AI, scripting language issues, to expert systems, fuzzy logic, neural networks, and genetic algorithms are thoroughly covered. If you're a game programmer (AI/logic, front-end, user interface, tools, graphics, etc.) this comprehensive resource will help you take your skills and knowledge to the next level.

Synopsis

This ALL NEW volume in the AI Game Programming Wisdom series is filled with over sixty new, ready-to-use expert techniques, ideas, and solutions for game developers. Each article delves deep into key AI game programming issues and provides insightful new ideas and techniques that can be easily integrated into your own games.

Everything from general AI architectures, rule based systems, level-of-detail AI and scripting language issues, to expert systems, fuzzy logic, neural networks, and genetic algorithms is thoroughly covered. If you're a game programmer (AI/logic, front-end, user interface, tools, graphics, etc.) this comprehensive resource will help you take your skills and knowledge to the next level. This second volume in the popular series is a must-have resource for any game programmer.

KEY FEATURES
       Provides an All New collection of AI tools and techniques for game programmers
       Contains comprehensive coverage of all aspects of AI programming
       Covers cutting-edge topics in turn-based AI, adaptive AI, and a variety of genre specific issues
       Includes ready-to-use ideas and code that can be used immediately
       Provides skill enhancement for beginning/intermediate programmers, and insightful new ideas from the pros
       Includes a companion CD-ROM with all the source code for easy implementation

Booknews

Approximately 70 articles by Artificial Intelligence (AI) programmers discuss the skills and concepts needed to apply AI to game programming. They cover basic concepts, techniques and specialized systems, pathfinding with A*, pathfinding and movement, tactical issues and intelligent group movement, game AI architecture, decision- making architecture, FPS, RTS, RPG AI, racing and sports AI, scripting, and learning. Sample code is provided. A companion CD- ROM contains demos, source code, high-resolution color images, and links for game development sites. Annotation c. Book News, Inc., Portland, OR (booknews.com)

About the Author, Steve Rabin

Steve Rabin is a Principal Software Engineer at Nintendo of America, where he researches new techniques for Nintendo's next generation systems, develops tools, and supports Nintendo developers. Before Nintendo, Steve worked primarily as an AI engineer at several Seattle start-ups including Gas Powered Games,WizBang Software Productions, and Surreal Software. He managed and edited the AI Game Programming Wisdom series of books, as well as the book Introduction to Game Development, and has over a dozen articles published in the Game Programming Gems series. He's spoken at the Game Developers Conference and moderates the AI roundtables. Steve teaches artificial intelligence at both the University of Washington Extension and at the DigiPen Institute of Technology. He earned a B.S. in Computer Engineering and an M.S. in Computer Science, both from the University of Washington

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Approximately 70 articles by Artificial Intelligence (AI) programmers discuss the skills and concepts needed to apply AI to game programming. They cover basic concepts, techniques and specialized systems, pathfinding with A*, pathfinding and movement, tactical issues and intelligent group movement, game AI architecture, decision- making architecture, FPS, RTS, RPG AI, racing and sports AI, scripting, and learning. Sample code is provided. A companion CD- ROM contains demos, source code, high-resolution color images, and links for game development sites. Annotation c. Book News, Inc., Portland, OR (booknews.com)

Book Details

Published
April 1, 2002
Publisher
Cengage Learning
Pages
704
Format
Hardcover
ISBN
9781584500773

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