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AI and Artificial Life in Video Games [Hardcover]

Guy W. Lecky-Thompson (Author)
1.0 out of 5 stars  See all reviews (1 customer review)

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Book Description

1584505583 978-1584505587 May 15, 2008 1
Learn how to create more challenging and dynamic games with AI and Artificial Life in Video Games. AI, or artificial intelligence, builds better games by directing behaviors inside the games that make them more difficult, while artificial life, or A-Life, adds unpredictability of play and a more lifelike environment to games. This book examines easy and inexpensive methods for implementing AI and A-Life in any video game to not only model behavior in the game but also create tools, generate code, and test the game during development. After introducing the basics of AI and A-Life to use as building blocks, the book delves into more advanced methods and examines possible future uses and techniques. You'll learn how AI can be built up in a game by layering behavioral models on static data to produce behavior that is both intelligent and unpredictable. Examples of several A-Life enhancements in games are presented, and you'll investigate the potential pitfalls of using AI and how to troubleshoot, apply A-Life to your own games, test A-Life itself and test virtually using A-Life, implement AI and A-Life in a multiplayer environment, and more. Written for the current and next-generation game developer, AI and Artificial Life in Video Games is a great reference for both game programmers and game designers.

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Product Details

  • Hardcover: 332 pages
  • Publisher: Charles River Media; 1 edition (May 15, 2008)
  • Language: English
  • ISBN-10: 1584505583
  • ISBN-13: 978-1584505587
  • Product Dimensions: 9.2 x 7.8 x 1.1 inches
  • Shipping Weight: 1.9 pounds (View shipping rates and policies)
  • Average Customer Review: 1.0 out of 5 stars  See all reviews (1 customer review)
  • Amazon Best Sellers Rank: #3,074,315 in Books (See Top 100 in Books)

More About the Author

Guy W. Lecky-Thompson is an experienced author in the field of video game design and software development, whose articles have been published in various places, including Gamasutra, Dr. Dobbs magazine and the seminal Game Programming Gems. He is also the author of Corporate Software Project Management, Infinite Game Universe: Mathematical Techniques, and Infinite Game Universe, Volume 2: Level Design, Terrain, and Sound.

 

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4 of 7 people found the following review helpful:
1.0 out of 5 stars The Worst, December 3, 2008
This review is from: AI and Artificial Life in Video Games (Hardcover)
I have a lot of AI game programming books and this is certainly the worst of them. The author explains everything wrong from the very beginning of the book (and I know it because I'm an AI academic), and keeps repeating everything in every chapter without adding anything useful (and with a lot of errors). I thought that by being a very recent book (2008) it would have a lot of better content and more recent techniques, but a book from 2003 (AI Game Development: Synthetic Creatures with Learning and Reactive Behaviors (New Riders Games), my favorite until now) has much more content and with higher quality, without being obsolete.
A total waste of money.
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Inside This Book (learn more)
Key Phrases - Statistically Improbable Phrases (SIPs): (learn more)
close combat, video game testing, scripted entities, game universe, flocking algorithm, digital genetics, multiplayer environment, trigger retention, weak emergence, pseudorandom testing, artificial life techniques, lifelike behavior, rogue behavior, strong emergence, video game design, scan arcs, game entities, emergent behavior, behavioral algorithms, soccer simulations, squad play, video game development, havioral models, game environment, genetic algorithm techniques
Key Phrases - Capitalized Phrases (CAPs): (learn more)
Video Games, Several A-Life Examples, Using Artificial Intelligence, The Power of Emergent Behavior, Artificial Life, Future Publishing, The A-Life Programming Paradigm, The Sims, Turing Test, Street Fighter, Blacke White, Steve Grand, Testing A-Life, Baldur's Gate, The Tinkertoy Computer, Advance Wars, Age of Empires, Conway's Life, Grand Theft Auto, Video Game Personalities, Next Generation, The Outsider, Craig Reynolds, Capcom Puts the Fight Back, Fighting Genre
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