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Artificial Intelligence for Games by Ian Millington β€” book cover
Multimedia Technology - General & Miscellaneous, Artificial Intelligence - General, Game Programming, Computer Animation

Artificial Intelligence for Games

by Ian Millington, John Funge
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Overview

Creating robust artificial intelligence is one of the greatest challenges for game developers, yet the commercial success of a game is often dependent upon the quality of the AI. In this book, Ian Millington brings extensive professional experience to the problem of improving the quality of AI in games. 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 associated web site contains a library of C++ source code and demonstration programs, and a complete commercial source code library of AI algorithms and techniques.

"Artificial Intelligence for Games - 2nd edition" will be highly useful to academics teaching courses on game AI, in that it includes exercises with each chapter. It will also include new and expanded coverage of the following: AI-oriented gameplay; Behavior driven AI; Casual games (puzzle games).

Creating robust artificial intelligence is one of the greatest challenges for game developers. AI is increasingly important to games, and a game's commercial success is often dependent on the quality of the AI. However, AI is still not well understood by many developers, and it is often tacked on late in the development process. There remains tremendous room to improve the quality of AI in games. In his new book, Ian Millington brings extensive professional experience to this problem. 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 concepts from the start as an integral part of the game play, describes numerous examples from real games, and explores these ideas in-depth through detailed case studies. Plentiful C++ source code examples are included on the CD-ROM to illustrate implementation. He goes further to introduce many techniques currently unknown to developers, and discusses types of AI specific to different genres of games, such as driving or sports games. A comprehensive, professional tutorial and reference to implement true AI in games written by an engineer with extensive industrial experience.

Synopsis

Creating robust artificial intelligence is one of the greatest challenges for game developers, yet the commercial success of a game is often dependent upon the quality of the AI. In this book, Ian Millington brings extensive professional experience to the problem of improving the quality of AI in games. 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 associated web site contains a library of C++ source code and demonstration programs, and a complete commercial source code library of AI algorithms and techniques.

"Artificial Intelligence for Games - 2nd edition" will be highly useful to academics teaching courses on game AI, in that it includes exercises with each chapter. It will also include new and expanded coverage of the following: AI-oriented gameplay; Behavior driven AI; Casual games (puzzle games).

* The first comprehensive, professional tutorial and reference to implement true AI in games written by an engineer with extensive industry experience.
* Walks through the entire development process from beginning to end.
* Includes examples from over 100 real games, 10 in-depth case studies, and web site with sample code.

About the Author, Ian Millington

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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Editorials

From the Publisher

"Ian Millington's book is a comprehensive reference to the most widely used techniques in game AI today. Any game developer working on AI will learn something from this book, and game producers should make sure their AI programmers have a copy." -Dr. Ian Lane Davis, Mad Doc Software

Book Details

Published
August 1, 2009
Publisher
Elsevier Science
Pages
896
Format
Hardcover
ISBN
9780123747310

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