AI Game Engine Programming (Game Programming Series) 1st Edition
by
Brian Schwab
(Author)
| Brian Schwab (Author) Find all the books, read about the author, and more. See search results for this author |
ISBN-13: 978-1584503446
ISBN-10: 1584503440
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AI Game Engine Programming provides game developers with the tools and wisdom necessary to create modern game AI engines. It takes programmers from theory to actual game development, with usable code frameworks designed to go beyond merely detailing how a technique might be used. In addition, it surveys the capabilities of the different techniques used. In addition, it surveys the capabilities of the different techniques used in some current AI engines, and covers common pitfalls, design considerations, and optimizations. If you're having difficulty determining which techniques to use, or looking for working code best suited to a particular game, you'll find the answers here. You'll also find a clean, usable interface for a variety of game AI techniques with an emphasis on primary decision-making paradigms. The book provides insightful coverage of a variety of subjects important to AI engine development, and ties them together masterfully to form an indispensable reference. Part I provides an overall look at game AI, covers the basic terminology used in the book, reviews underlying concepts of game AI, and dissects the parts of a game AI engine. Part II covers specific game genres (RPG, TRS, FTPS, Shooter, Sports, Racing, Strategy, Adventure, Fighting, Platform, and miscellaneous) and explains how they use different AU paradigms. It also covers the move common solutions to the problems posed by each genre. Some of the problems include, dealing with direct AI and human interactions, using scripting languages appropriately, and general intelligence/entertainment balancing. Part III provides the actual code implementations for the basic AI techniques such as finite state machines, fuzzy state machines, message board systems, scripted systems, and location-based information systems. And, Part IV covers the move advanced techniques, including genetic algorithms, neural networks, artificial life, planning algorithms, and decision trees. The book concludes wit
Editorial Reviews
About the Author
An industry professional for over 17 years, Brian Schwab has worked on a huge variety of games at a number of different companies, always with a focus on gameplay, AI, and design. The author of AI Game Engine Programming, Brian has also given numerous talks at AIIDE (for which he also serves on the board) and GDC.
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Product details
- Publisher : Charles River Media; 1st edition (September 23, 2004)
- Language : English
- Paperback : 594 pages
- ISBN-10 : 1584503440
- ISBN-13 : 978-1584503446
- Item Weight : 2.35 pounds
- Dimensions : 7.25 x 1.5 x 9.25 inches
- Best Sellers Rank: #1,533,882 in Books (See Top 100 in Books)
- #747 in Artificial Intelligence (Books)
- #1,125 in Computer Graphics
- #1,127 in Game Programming
- Customer Reviews:
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Customer reviews
3.4 out of 5 stars
3.4 out of 5
18 global ratings
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Top reviews from the United States
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Reviewed in the United States on June 10, 2009
This is a good book if you are a relatively experienced programmer who is beginning game programming (like me) or if you are already somewhat experienced in basic game development and simply want to improve your AI knowledge. The book covers loads of different AI patterns for all sorts of different situations. Some of these I was familiar with such as Finite State Machines but there were plenty of others that I hadn't taken a look at before but which am now using a lot (thanks to this book) such as Fuzzy State Machines. I didn't really have any trouble with the graphics code being written in OpenGL which is my library of choice since I do a lot of work on non-Microsoft systems. If you are also in the process of learning OpenGL, for example because you want to write games software for mobile platforms such as the iPhone/iPod or Android, this is actually a nice bonus. Mind you the Apple products at least use OpenGL ES which differs slightly from OpenGL but this doesn't detract from the value of the sample OpenGL code provided here. I like the way the author demonstrates his teachings with quite comprehensive example projects unlike some other programming books I have read where the authors provided a lot less code. In the end there are few things that you learn from as well as reading raw sources. Quite a lot of the source code is written in C++ but then again I didn't buy the book for C++ lessons, I bought it for the design patterns it covers and these are easily implemented in other languages. The one criticism I have of this book is that after only a few months of use the binding is already splitting.
One person found this helpful
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Reviewed in the United States on December 6, 2010
This book is awful, i have read this as well as the earlier book by the same name from this author. This book is 75 percent completely useless filler, not to mention the code examples are overflowing with unimaginable bugs (functions definitions with no return types, basic logic and syntax errors and much worse), obviously they did not bother even trying to compile any of them and you will spend a significant amount of time fixing all these issues. This is not worth a purchase at any price greater than 3 dollars, you are better of searching google for information from various websites if you need a book any alternative is better.
2 people found this helpful
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Reviewed in the United States on August 22, 2005
First, I would like to address the comment a reviewer made about the book being no good because it utilizes OpenGL.
This is a book on AI, the AI concepts and code can be implemented using any rendering API (or none at all) to visualize their activity. OpenGL and DirectX have as much to do with AI as car engine maintenance has to do with cooking a good lobster neuberg. The fact that the reviewer cannot make this distinction is sadly telling. Some people want all the work done for them. If you are that type, don't bother with programming.
Second, the reviewer who said that this book is too scattered is right. It tries to do too many things and ends up doing none of them extremely well. It does, however, have a few good code samples and can be used as an introductory book on the subject.
This is a book on AI, the AI concepts and code can be implemented using any rendering API (or none at all) to visualize their activity. OpenGL and DirectX have as much to do with AI as car engine maintenance has to do with cooking a good lobster neuberg. The fact that the reviewer cannot make this distinction is sadly telling. Some people want all the work done for them. If you are that type, don't bother with programming.
Second, the reviewer who said that this book is too scattered is right. It tries to do too many things and ends up doing none of them extremely well. It does, however, have a few good code samples and can be used as an introductory book on the subject.
32 people found this helpful
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Reviewed in the United States on December 2, 2010
well as i skimmed through the book it was all good. i wish there was more examples. i haven't checked out the cd yet but other than that i still love the book. just one thing though. when i got mines it sort of had a big torn on the book so it looked like two different books flapping together. other than that the book was still in mint condition.
Reviewed in the United States on April 7, 2015
great book
Reviewed in the United States on April 28, 2005
This is a good book that talks about game AI. The author describe most of the game AI topics in this book. If you interest in game AI. I highly suggest you to have this book on your bookself.
5 people found this helpful
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Reviewed in the United States on January 31, 2005
I really dug this book. It was interesting from many different angles. The breakdown of the various game types into what kinds of AI was most useful was cool, I'd never seen that in an AI book before. In addition to all the working code, the book also had quite a few "samples" of code from real games, so that you could see some of the techniques in use. I really liked the section at the end of each coding chapter where the book talks about "Extensions" meaning ways to take each AI method a step or two further. I also liked the chapter on how to break down a game into a bunch of AI pieces, separating the AI into workable chunks.
Some of the figures were a little janky, but they did get the idea across. Definately doesn't detract from the book, it just seemed like some of the figures were much better then others.
I've been using the little test app included with the book (it's a small openGL version of asteroids) to play with some ideas of my own. Everything's worked very nice so far.
All in all, very good book. Lots of usable code and plenty of real game AI information.
Some of the figures were a little janky, but they did get the idea across. Definately doesn't detract from the book, it just seemed like some of the figures were much better then others.
I've been using the little test app included with the book (it's a small openGL version of asteroids) to play with some ideas of my own. Everything's worked very nice so far.
All in all, very good book. Lots of usable code and plenty of real game AI information.
14 people found this helpful
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Top reviews from other countries
Mr Cresswell
3.0 out of 5 stars
Okay
Reviewed in the United Kingdom on December 5, 2013
Was slightly disappointed with this book, as I though it would demonstrate different techniques of AI and how you would incorporate into an AI engine but only gives a page or so AI techniques and they are techniques you can learn easily on the internet so a little disappointed there was nothing new to learn.
Mr. Roblin Gael
1.0 out of 5 stars
Une livre sur l'intelligence artificielle dans les jeux ? Ou ça ?
Reviewed in France on September 3, 2009
Ce livre est malheureusement très "théorique", on y trouve très peu d'exemples de codes, la plupart sont copié/collés de jeu open source, sans aucun commentaire ou explication à part: voici un exemple de code source de tel ou tel jeu. On y détaille les types de jeu, beaucoup de réflexions sur ce qu'il faudrait améliorer, mais les partie concernant l'intelligence artificielle sont les plus courtes et les moins détailles, par exemple pour le "path finding": aucun exemple de code ! Le pire est le petit jeu donné en exemple, c'est un jeu qui n'a rien à voir avec l'intelligence artificielle, un simple jeu 2d dans l'espace avec des astéroids à éviter !!! Bref, beaucoup de bla bla qui n'a rien à voir avec l'intelligence artificielle dans le jeux, mais c'est un livre plutot sur les différents types de jeux avec des allusions à l'intelligence artificielle, les exemples les plus intéressants de modèles d'intelligence artificielle ne sont bien sur pas non plus donnés avec des exemples de codes...

