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AI Game Programming Wisdom 4 (AI Game Programming Wisdom (W/CD)) [Hardcover]

Steve Rabin (Author)
4.0 out of 5 stars  See all reviews (2 customer reviews)


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Book Description

1584505230 978-1584505235 February 20, 2008 1
Welcome to the latest volume of AI Game Programming Wisdom! AI Game Programming Wisdom 4 includes a collection of more than 50 new articles featuring cutting-edge techniques, algorithms, and architectures written by industry professionals for use in commercial game development. Organized into 7 sections, this comprehensive volume explores every important aspect of AI programming to help you develop and expand your own personal AI toolbox. You'll find ready-to-use ideas, algorithms, and code in all key AI areas including general wisdom, scripting and dialogue, movement and pathfinding, architecture, tactics and planning, genre specific, and learning and adaptation. New to this volume are articles on recent advances in realistic agent, squad, and vehicle movement, as well as dynamically changing terrain, as exemplified in such popular games as Company of Heroes.You'll also find information on planning as a key game architecture, as well as important new advances in learning algorithms and player modeling. AI Game Programming Wisdom 4 features coverage of multiprocessor architectures, Bayesian networks, planning architectures, conversational AI, reinforcement learning, and player modeling.These valuable and innovative insights and issues offer the possibility of new game AI experiences and will undoubtedly contribute to taking the games of tomorrow to the next level.


Product Details

  • Hardcover: 699 pages
  • Publisher: Charles River Media; 1 edition (February 20, 2008)
  • Language: English
  • ISBN-10: 1584505230
  • ISBN-13: 978-1584505235
  • Product Dimensions: 9.3 x 7.6 x 1.8 inches
  • Shipping Weight: 3 pounds
  • Average Customer Review: 4.0 out of 5 stars  See all reviews (2 customer reviews)
  • Amazon Best Sellers Rank: #642,938 in Books (See Top 100 in Books)

 

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7 of 7 people found the following review helpful:
5.0 out of 5 stars Really informative., February 7, 2009
This review is from: AI Game Programming Wisdom 4 (AI Game Programming Wisdom (W/CD)) (Hardcover)
This is a great reference if you're in need of architectural or conceptual advice regarding AIs. It's not "learn AI in 24 hours" type of book, the reader is assumed to posses substantial knowledge of programming, as implementations aren't usually explained - this is a good thing, because it means there's more pure knowledge inside. (There's a CD with implementations and some sources.)
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6 of 23 people found the following review helpful:
3.0 out of 5 stars Laundry list of AI tweaks, September 6, 2009
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This review is from: AI Game Programming Wisdom 4 (AI Game Programming Wisdom (W/CD)) (Hardcover)
This book is just a list of tweaks to existing concepts such as FSMs and path finding. The more advanced concepts discussed do not have enough code examples or background info to really educate the reader. A lot of material is by academics that just want to get their names on published articles. For a field that has been hyped for 30 years and can now just barely manage to get a few soccer players to work together in a Wii game I guess we can't expect too much. Unless one is a professional game programmer, which I'm not, and contacts the authors there is almost nothing useful here.

For a basic AI overview, 'hands on ai with java' and 'programming game ai by example' are decent introductions for the programmer to the field depending on whether one prefers java or C++ programming. (most desktop 3d games are written in c++, many internet backend servers run in java).

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Inside This Book (learn more)
Key Phrases - Statistically Improbable Phrases (SIPs): (learn more)
spoken dialogue systems, intrinsic detail, magic boots, dialogue managers, action games, insert rule, pathfinding graph, statechart interpreter, passability map, pathfinding nodes, plan expansion module, navigation meshes, patch stride, authorial burden, blackboard owner, peering server, pathfinding data, quest giver, domination locations, nontechnical designers, higher priority layers, constrained linear model, potential chokepoints, imperfect information environment, antagonist quest
Key Phrases - Capitalized Phrases (CAPs): (learn more)
Charles River Media, Game Programming Wisdom, Behavior Editor, Emotion Component, Game Programming Gems, General Wisdom, Genre Specific, Navigation Mesh Generation, Neverwinter Nights, Reinforcement Learning, Artificial Intelligence, Implementing Story-Driven Games, Navigation Graph Generation, Company of Heroes, Aid of Dynamical Policy Models, Proceedings of the Game Developers Conference, Stop Getting Side-Tracked, Color Plate, Adaptive Computer Games, The Sims, Turning Spaces, Fast Pathfinding Based, Triangulation Abstractions, Simulation-Based Planning, Using Bayesian Networks
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Front Cover | Table of Contents | First Pages | Index | Back Cover | Surprise Me!
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