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Artificial Intelligence for Games (The Morgan Kaufmann Series in Interactive 3D Technology) 1st Edition

4.3 out of 5 stars 7 customer reviews
ISBN-13: 978-0124977822
ISBN-10: 0124977820
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Editorial Reviews


"Ian Millington crosses the boundary between academic and professional game AI with his book Artificial Intelligence for Games. Most books either lack academic rigor or are rigorous with algorithms that won't work under the CPU constraints imposed by modern games. This book walks a line between the two and does it well. It explains algorithms rigorously while also discussing appropriate implementation details such as scheduling AI over time and using the right data structures. I will be using this book for my Game AI course." -Jessica D. Bayliss, Ph.D., Rochester Institute of Technology

"This is the first serious attempt to create a comprehensive reference for all game AI practices, terminology, and know-how. Works like this are badly needed by the maturing video games industry. Systematic yet accessible, it is a must-have for any student or professional." -Marcin Chady, Ph.D., Radical Entertainment

"This book promises to be the closest I've seen to what is needed in the field. I would highly recommend it for people in the industry." -John Laird, University of Michigan

"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 Description

The first comprehensive tutorial for professionals to implementing AI in games

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Product Details

  • Series: The Morgan Kaufmann Series in Interactive 3D Technology
  • Hardcover: 896 pages
  • Publisher: CRC Press; 1 edition (June 21, 2006)
  • Language: English
  • ISBN-10: 0124977820
  • ISBN-13: 978-0124977822
  • Product Dimensions: 9.6 x 8 x 1.5 inches
  • Shipping Weight: 3.3 pounds
  • Average Customer Review: 4.3 out of 5 stars  See all reviews (7 customer reviews)
  • Amazon Best Sellers Rank: #1,042,417 in Books (See Top 100 in Books)

Customer Reviews

Top Customer Reviews

By Adam Larson on August 18, 2006
Format: Hardcover Verified Purchase
I have been fascinated with AI for a long time, so I was excited to see this book. I own 3 other AI books, and all of them are really good. This book explains things in a way that is easy to understand. The author doesn't use any C++ in the book every algorithm is done in pseudo-code to make it easy to implement using any language. It is a definitive guide to the basic and not so basic AI techniques. The aicore that the author provides on the CD is well documented and is very helpful.

The book covers:

Steering behaviors


Decision Making

State Machines

Fuzzy Logic


Learning Behaviors


Teaching characters

And a break down of how a typical AI design is done in different types of games.

Just to give you a notion I am about 12 hours into this book. So I may add or change this as I get further along, but overall this is a must have book.

There are a few things that I personally don't like. One is no .exe are on the cd so everything has to be built. This is a new book, so maybe the author will build them and place them on his website. I would also like to see some solutions for Visual Studio on the cd. The author says several times he tries and makes the code as platform independent as possible, but It would be nice to have prebuilt .exe files at least so I can see the demo's in action.
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Format: Hardcover
Understand that the pseudo-code approach this book takes is what makes it such a standout from the rest of the crowd. The author is technically thorough and the syntax is straightforward enough to use in any language needed. Moreover, it frees the author to discuss AI in abstract terms which, in the end, proves to be much more valuable content. C++ source code puts the pseudo-code discussions into practice for those looking for real-world examples.

I would HIGHLY recommend this book as a follow up to Mat Buckland's "Programming Game AI by Example" (Nov., 2004)
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Format: Hardcover Verified Purchase
This is a very solid book on AI for games.

The C++ source code provided with the book is excellent. While the examples are visually unexciting, they demonstrate the power of the book's principles without the clutter that a complete graphics game would require. I was able to compile and build all the examples on the CD in one evening. The code demonstrates many of the best practices of C++ programming and design patterns.

The author builds up a nice AI engine as you progress through the book. The C++ code from the CD (or web-site) is well commented and ties exactly into the pseudocode in the book.

Millington goes into considerable detail as he reveals the power of Artificial Intelligence for Games. He carefully explains each step including the math and physics required to carry out the execution. It is obvious that he has a great deal of experience in writing computer games. He shows you a clear solid way of doing things and then discussed the strengths and weaknesses by comparing it to other techniques and addressing possible optimizations.

To read and understand this book takes time and hard work. Artificial Intelligence is a large and complex topic in math and computer science programs. The author has brought many nuggets of wisdom from that branch of research and made them understandable and useful for game programmers. Not an easy job, but Millington is one of the best at explaining difficult concepts in a clear and straight forward way.

The other reviewer's that are knocking this book because of the code, don't know what they are talking about. The code is excellent and what makes this a 5-star pick.
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Format: Kindle Edition Verified Purchase
I've owned this book in hardcover for some time, and it's been such a valuable resource that I recently purchased the Kindle version so that I could refer to it directly on my computer via the Kindle Reader for Windows.

This book contains excellent coverage of steering behaviors, navigation and path planning, behavior trees and state machines, and goal-oriented action planning. Essentially everything we needed for our current project. Following the descriptions and mentally working through the pseudo-code examples, I have been able to create relatively high-performance and flexible implementations of all of the aforementioned components in the C# programming language for use in the Unity game engine.

I've owned a few other books on artificial intelligence for games, and this one is the most detailed and practical of them all. I definitely recommend picking up this book for anyone with an interest in the subject.
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