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AI Techniques for Game Programming (The Premier Press Game Development Series) 1st Edition

4.0 4.0 out of 5 stars 30 ratings

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"AI Techniques for Game Programming" takes the difficult topics of genetic algorithms and neural networks and explains them in plain English. Gone are the tortuous mathematic equations and abstract examples to be found in other books. Each chapter takes readers through the theory a step at a time, explaining clearly how they can incorporate each technique into their own games. After a whirlwind tour of Windows programming, readers will learn how to use genetic algorithms for optimization, path-finding, and evolving control sequences for their game agents. Coverage of neural network basics quickly advances to evolving neural motion controllers for their game agents and applying neural networks to obstacle avoidance and map exploration. Backpropagation and pattern recognition is also explained. By the end of the book, readers will know how to train a network to recognize mouse gestures and how to use state-of-the-art techniques for creating neural networks with dynamic topologies.
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About the Author

Mat Buckland studied Computer Science at London University, then spent many years as a Risk Management Consultant. He went on to work for a developer producing games fro Gremlin Software. Buckland now works as a freelance programmer and AI consultant. He has been interested in evolutionary computing and AI in general since he first read about these techniques back in the early 80¿s. He is the author of the ai-junkie.com web site (www.ai-junkie.com), which provides tutorials and advice on evolutionary algorithms.

Product details

  • Publisher ‏ : ‎ Cengage Learning PTR; 1st edition (October 14, 2002)
  • Language ‏ : ‎ English
  • Paperback ‏ : ‎ 448 pages
  • ISBN-10 ‏ : ‎ 193184108X
  • ISBN-13 ‏ : ‎ 978-1931841085
  • Item Weight ‏ : ‎ 1.75 pounds
  • Dimensions ‏ : ‎ 7.25 x 1.5 x 9 inches
  • Customer Reviews:
    4.0 4.0 out of 5 stars 30 ratings

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Customer reviews

4 out of 5 stars
4 out of 5
30 global ratings

Top reviews from the United States

Reviewed in the United States on October 6, 2004
This book is a little jewel hidden in the usually trashy prima press

game development series.. it gives a great, clear, non-formal introduction to genetic algorithms and neural networks in the context of game programming.. and gives you example code in good C++ (brainy aliens storming towards you, a genetic algorithm controlled lunar lander.. tanks that move around avoiding obstacles....) that actually works and is simple enough to be understandable for a newbie. The writing style is lively but not annoying. I recommend this title to anyone who has an interest for the fun side of programming....
11 people found this helpful
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Reviewed in the United States on July 30, 2011
A good introduction to genetic algorithms and neural networks, which are the only AI techniques this book covers. You should walk away from this book ready to implement these techniques via your own ideas.
3 people found this helpful
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Reviewed in the United States on April 5, 2016
Very useful book for beginners in genetic algorithms and neural networks.
Reviewed in the United States on March 7, 2013
Good coverage of material. Only problem (for me at least) is that everything is in C++. A Java version or companion would be nice.
Reviewed in the United States on April 2, 2005
As mentioned above, this is THE book for AI. It uses plain language and explains different topics using real life examples. If you need/want to learn AI programming, this should be the first book of your collection.
5 people found this helpful
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Reviewed in the United States on February 28, 2009
I know what you're thinking: Heck, a book published in the early 2000s with reviews in 2005 has to be pretty dated as we look at 2010 and beyond. Wrong! Sure, most AI programmers have moved past Win 32 with numerous new techniques in C++ and Java, and the author's subsequent book (Programming Game AI by Example  Programming Game AI by Example ) is outstanding in filling in details left out for beginning and intermediate programmers here. However, TGP has all the makings of a classic, and if you miss it, your AI library will have a glaring and lonely hole. Our aeronautic simulation group at xtmh dot com hires numerous fresh grads from quality practical schools like Full Sail as well as quality abstract schools like MIT. What we find is that students who have grounded themselves in Buckland's two books, then evolved by staying up to date with his refresing openness to communication and support, have an outstanding balance of higher math skills (like quadratic programming, tensors and vectors) and practical "biological" agent motivation wisdom. Let's take another example: assume you love game design, but your skill set is in writing, dialog and character development, not MIT-level tensor mapping. Let's also say you've read the wonderful ultimate guide to writing and design ( The Ultimate Guide to Video Game Writing and Design [ULTIMATE GT VIDEO GAME WRI -OS ]. You are a skillful character, situation and dialog writer and designer, and will likely find a welcome place in supercomputing, the game industry, entertainment, or even the rapidly integrating fields (thank you pixar) of film/TV/gaming. To be successful and at the top of your game, you'll need to communicate your characters' motives, flaws, quests, wins and losses (a lot like real life) to the AI geniuses who will execute your vision in code. BOTH of Dille's books are written at a basic enough level to help you start translating your characterizations into agent behaviors. The opposite also is true-- if you're more of a codie, you'll love opening your mind to thinking at a more agent motivational level, with both time tested and new models of behavior in varying situations. Let's be honest-- the games of 2020 and beyond are all about intelligent agent interaction. The oldest problem in gaming-- how to dumb down a smart hero character enough to make them need a quest, but at the same time not make them look like idiots (stop, I don't want to hear about amnesia), has a corrolary in real life: sure, we could have been made smart enough to know all of life by just hacking our own brain, but God and our own Higher Self User put this odd dichotomy of an unconscious brain able to do array processor and direct geometric tensor mapping-- basically matrix calculus of partial derivatives-- something no supercomputer can do yet (we still have to convert geometric matrices and tensors to numeric models for processing even in supercomputers)-- when doing as simple an act as crossing a street in traffic; with a "conscious" brain that sometimes has trouble with four function math! If you need to figure out the paradox of dumbing down a genius in your character development, and the dicotomy seems too far fetched-- simply check out your average friend, or look in the mirror! Is this a digression? Nope-- we're just hinting at how cool a combination you will be able to imagine if you combine your study of data structures and algorithms with the now well established multi agent AI techniques. A hint at the future: we're finding clients as sophisticated as NASA and Los Alamos looking for new models of AFFECTIVE programming right now. Meaning, characters that not only learn and think as they move through your sims, but also are motivated by that other squishy reality-- heart. So the critics who think Buckland is out of date or too simple-- map your tensor into another frame of reference-- that of bridging code with biological and emotional motivation-- and you'll see why the most interesting games, sims and even real life "models" of cellular and synaptic structure and function need BOTH high level math and fun and interesting situational behaviors for the best games, and lives.
3 people found this helpful
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Reviewed in the United States on November 11, 2002
Well, Ive read about 4 chapters so far, and it is definitely a keeper. If you have no prior knowledge of AI or want to clarify and be able to implement in code the concepts of genetic algorithms and neural networks, this is definitely the book for you. Just be sure to know some C++...
Some extra stuff: The two first chapters explains windows programming. Wow!! In about 70 easily degistable pages you get the hang of windows programming!
What is great about the other two sections (genetic alg's and neural nets) is that they are explained in a very down-to-earth manner, with workable code-examples in every chapter.
What is preventing me from giving it five stars is that it initially makes a point of being written so easily that an idiot can understand it, and that a witty author and a casual style of writing will more readily impregnent the information in the readers mind. Well, the author TRIES to write in a casual way that will appeal to the average targeted reader (I assume male, 18 to 30 years of age), but unfortunately that effort only manifests itself in very occasional jokes trying to punch a hole through the otherwise stiff and professional language. Still, the material is very easily presented (even for a swedish reader), and much more casually written than virtually any book on AI so far; its just that the general tone and vocabulary is a bit more dull than it had to be.
Well, regardless of this criticism, this is the best book for anybody who wants to get a clear grasp of AI, and be able to implement it in code. BUY IT!!

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Alberto Sanfelice
5.0 out of 5 stars Il meglio che si possa trovare.
Reviewed in Italy on April 17, 2016
Libro molto interessante. É arrivato nel tempo previsto ed é in ottime condizioni. La stessa cosa vale per il CD, pulito e funzionante.
Victor Lonmo
5.0 out of 5 stars Great Introduction to Neural Networks and Genertic Algorithms
Reviewed in Canada on June 23, 2014
The code is rather old (written in C/C++) but it is easy to understand and well explained.

It is a shame that the book has not been updated.
Daniel Roberts
5.0 out of 5 stars fine
Reviewed in the United Kingdom on November 11, 2010
took a while to arrive, but came with the CD as well
quality of the book is 2nd hand but thats what i paid for
Richard A
4.0 out of 5 stars Windows specific, basic but practical
Reviewed in Germany on February 14, 2003
As is typical of this series, 85 pages are lost to Windows specific non-AI stuff which is once again rather annoying. It would be much better (IMHO) if these sections, which are common to nearly all the books in this series, were made available online as PDFs for those who needed them. That would free up more printing space for content (or maybe reduce the price?).
As for the actual content of this book the main themes of AI are touched on with very practical examples which do work. Theory aspects are quickly skimmed over (and therefore not as heavy-going as some of the more theoretical works), but that was the intention of the author anyway. He didn't want to focus on the mathematical "why it works" but rather the more practical "how to make it work" - with some good exercises and examples thrown in.
This is a refreshing approach, and execllent as a light-ish introduction to AI. So, if you want to watch a GA evolve your first neural net in easy steps without having to know all the formulas, then this might be just the ticket.
One person found this helpful
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bluemarlin
1.0 out of 5 stars CD Missing
Reviewed in the United Kingdom on May 25, 2019
There was no CD. The last page is torn