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Behavioral Mathematics for Game AI [Paperback]

Dave Mark (Author)
4.6 out of 5 stars  See all reviews (12 customer reviews)

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Browse more guides to game AI, math, & simulation, and other books on game development from Course Technology PTR.

Book Description

March 5, 2009
Human behavior is never an exact science, making the design and programming of artificial intelligence that seeks to replicate human behavior difficult. Usually, the answers cannot be found in sterile algorithms that are often the focus of artificial intelligence programming. However, by analyzing why people behave the way we do, we can break down the process into increasingly smaller components. We can model many of those individual components in the language of logic and mathematics and then reassemble them into larger, more involved decision-making processes. Drawing from classical game theory, "Behavioral Mathematics for Game AI" covers both the psychological foundations of human decisions and the mathematical modeling techniques that AI designers and programmers can use to replicate them. With examples from both real life and game situations, you'll explore topics such as utility, the fallacy of rational behavior, and the inconsistencies and contradictions that human behavior often exhibits. You'll examine various ways of using statistics, formulas, and algorithms to create believable simulations and to model these dynamic, realistic, and interesting behaviors in video games. Finally, you'll be introduced to a number of tools you can use in conjunction with standard AI algorithms to make it easier to utilize the mathematical models.

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Editorial Reviews

Review

Behavioral Mathematics introduces a raft of important techniques from decision theory, game theory, and utility theory, and uniquely applies them to game AI. These techniques are an important part of any game AI developer's toolbox.-Paul Tozour, Game AI author

This book is an excellent introduction to using AI in games. Dave has a knack for making complex subjects accessible. The text is very clear and admirably thorough. The author has chosen - wisely - to avoid the esoteric, and focus on topics which are directly useful for making real computer games.-Richard Evans, Senior AI Architect, Electronic Arts

Game developers often use little tricks to sprinkle magic decision-making abilities throughout their AI code, without necessarily understanding the fundamentals of how it works. Dave not only documents this process on paper, but he also goes into the theoretical background behind these techniques too. For anyone wishing to know more about the maths behind common game behaviors, this is the ideal textbook on the subject.-Alex J. Champandard, Editor & Consultant, AiGameDev.com

Product Details

  • Paperback: 459 pages
  • Publisher: Course Technology PTR; 1st edition (March 5, 2009)
  • Language: English
  • ISBN-10: 1584506849
  • ISBN-13: 978-1584506843
  • Product Dimensions: 9.1 x 7.3 x 1.3 inches
  • Shipping Weight: 2 pounds (View shipping rates and policies)
  • Average Customer Review: 4.6 out of 5 stars  See all reviews (12 customer reviews)
  • Amazon Best Sellers Rank: #156,873 in Books (See Top 100 in Books)

More About the Author

Dave Mark is a long-time Mac developer and author and has written a number of books on Macintosh development, including Learn C on the Macintosh, The Macintosh Programming Primer series, and Ultimate Mac Programming. His blog can be found at www.davemark.com. Jeff LaMarche is a longtime Mac developer, and Apple iPhone Developer. With over 20 years of programming experience, he's written on Cocoa and Objective-C for MacTech Magazine, as well as articles for Apple's Developer Technical Services website. He has experience working in Enterprise software, both as a developer for PeopleSoft starting in the late 1990s, and then later as an independent consultant.

 

Customer Reviews

12 Reviews
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Average Customer Review
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12 of 12 people found the following review helpful:
5.0 out of 5 stars Very good at explaining complex concepts!, May 28, 2009
This review is from: Behavioral Mathematics for Game AI (Paperback)
I *love* this book. I simply do not understand the negative comments left by another reviewer. Because of my interest in politics, I want to write code that mimics human behavior, but until Dave Mark's book could not find anything that really "fit." Once upon a time, I took advanced math courses--even excelled in the later ones, but that was nearly 20 years ago, and I haven't really needed that type of math since. Mark explains all the math in easy to understand English. He also provides excel spreadsheets and C++ source that can be downloaded at http://www.courseptr.com/downloads. I don't remember when I've read a book as interesting as _Behavioral Mathematics for Game AI_, and that's saying something since, although I have an advanced degree in computer science, I've never really been a lover of math.
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11 of 11 people found the following review helpful:
5.0 out of 5 stars A must have for any AI Developer, June 7, 2009
This review is from: Behavioral Mathematics for Game AI (Paperback)
Behavioral Mathematics is a book that I'm sure will continue to prove its worth for many future generations of Game AI Developers. I can make that strong assertion because Dave chose, instead of writing a large tomb about a possible AI architecture, to write a book that tackles (as the title implies) the mathematics behind Game AI.

Dave gives the reader a very strong toolkit for building Game AI, and by toolkit I don't mean a large library of code (although there is plenty of code) but fundamental knowledge, such as the concept of utility and how to apply it in a very practical way. Starting from simple example decisions he builds up to much more complicated cases, constantly tying everything back into practical applications of all the concepts he introduces.

Now, I don't mean to imply that this is some dry math book. Dave constantly sprinkles in his very unique brand of humor and ties in family stories that help cement any topic he's trying to get across. I would highly recommend this book to any professional or aspiring AI Programmer, or even just a player who wants a better understanding of whats going on under the hood in his favorite game.
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16 of 18 people found the following review helpful:
5.0 out of 5 stars A novel approach to game AI, May 15, 2009
This review is from: Behavioral Mathematics for Game AI (Paperback)
Truth in advertising: I was the technical editor on this book. However I don't have any further financial interest, so I have no conflict of interest in writing a review. I'm also a professional game developer with 6 titles under my belt, as well as a lecturer on the subject at several prominent universities.

There are only a handful of books on AI for Games, and the techniques used in games are quite a bit different than those used in academic AI. Most of the existing books just look at the standard architectures and topics - behavior trees, state machines, scripting, path planning, etc.

Dave takes a novel approach, and looks at techniques for building heuristics that evaluate the game situation and rate the various options. This is a critical part of decision making, it is something which most games with even moderately complex AI need to do, but it is something that up to now wasn't covered very well (if at all) in the literature.

I heartily recommend this book for anybody who's interested in learning more about how to build decision makers - whether for use in games or elsewhere. The material that is here is not something that you'll find somewhere else.
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Inside This Book (learn more)
Key Phrases - Statistically Improbable Phrases (SIPs): (learn more)
relative utility, ultimatum game, dictator game, total threat, behavioral mathematics, threat ratio, strictly dominating strategy, melee units, random guessers, descriptive decision theory, guessing zero, rationality index, perceived morale, information with the accuracy, increasing marginal utility, strictly dominant strategy, middle bucket, game artificial intelligence, current bucket, chew rope, health pack, remaining health, typedef enum, average guess, hedonic calculus
Key Phrases - Capitalized Phrases (CAPs): (learn more)
The Concept of Utility, Boss Man, Probability Distributions, Modeling Individual Decisions, Prisoner's Dilemma, Evil Genius, Response Curves, Irrational Behavior, Factor Weighting, Bad Dude, Evil Dude, Matching Pennies, Guess Two-Thirds Game, Converting Behaviors, Pirate Game, Mathematical Functions, Observing the World, Evil Knievel, Current Location, Name Weapon Score Weight Edge, Pascal's Wager, Marvin Gardens, Turing Test, Defining Decision Theory, Evilmeister Shotgun
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Front Cover | Table of Contents | First Pages | Index | Back Cover | Surprise Me!
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