Message from Dean - May 8th 2007
I am currently testing out a new version of the APF Bridge Component - If you notice any errors within this demo store please drop me a line.
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Binding: Hardcover
Dewey Decimal Number: 794.8154469
EAN: 9781584500773
Edition: 1st
ISBN: 1584500778
Label: Charles River Media
Manufacturer: Charles River Media
Number Of Items: 1
Number Of Pages: 672
Publication Date: March 12, 2002
Publisher: Charles River Media
Studio: Charles River Media
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Editorial Review:
Product Description: AI is one of the most challenging tasks a programmer can undertake, and this unique collection of articles provides programmers with a much-needed resource for conquering the challenge. AI Game Programming Wisdom takes an inclusive view of AI that assumes game AI involves anything an AI programmer might have to program to make intelligent characters. So, everything from basic AI architectures and learning to pathfinding, scripting, and animation selection is covered. In addition, genre specific articles cover highly focused subjects within the FPS, RTS, RPG, Racing, and Sports genres.
Written by AI experts, the articles serve as a road map to what has worked successfully for others and what might be possible in the future. They delve deep into AI game programming issues and provide insightful new ideas and techniques that can be easily integrated into your own games. This virtual toolbox includes a wide variety of tools for solving many common AI problems as well as solutions to genre specific issues you might encounter.
The book is divided into eleven comprehensive sections covering: General Wisdom; Useful Techniques and Specialized Systems; Pathfinding with A*; Pathfinding and Movement; Tactical Issues and Intelligent Group Movement; Architecting a Game AI; Decision-Making Architecture, FPS, RTS, and RPG AI; Racing and Sport AI; Scripting; and Learning.
Whether you are just getting into the industry or are a seasoned pro, this is a must-have resource for you and your team!
KEY FEATURES
* Contains the generous knowledge and insights of over 45 industry experts
* Provides comprehensive coverage of all aspects of AI game programming
* Includes insightful articles on "Learning" in AI - the next big thing
* Includes ready-to-use ideas and code
* Provides skill enhancement for beginning/ intermediate programmers, and insightful new ideas for the pros
On The CD-ROM: (Windows/Windows NT) Material that augments many of the articles, including demos of techniques, source code from the articles in C++ primarily, with a few in C and Java. There are also high-resolution versions of the color images, and links to useful and interesting game development sites.
System Requirements: Intel Pentium-series, AMD Athlon or newer processor recommended. Windows 95 (32MB RAM), or Windows NT4 (64MB RAM) or later required, 3D graphics card recommended for optimal performance, and DirectX 8 or higher.
Contributors
Joseph C. Adzima Bob Alexander Thor Alexander Greg Alt Jonty Barnes Lee Berger Gari Biasillo Bruce Blumberg Mark Brockington Timothy Cain Phil Carlisle Alex J. Champandard Chris Charla Mike Christian Mark Darrah Chad Dawson Richard Evans John Hancock Vernon Harmon Dan Higgins Jason Hutchens Damian Isla Sandeep V. Kharkar Kristin King Neil Kirby Francois Dominic Laramee Lars Liden John Manslow James Matthews Alex W. McLean Mike Mika Fri Mommersteeg John O'Brien Jeff Orkin Marco Pinter Falko Poiker Steve Rabin John Reynolds Bob Scott Tom Scutt P.J. Snavely Noah Stein Smith Surasmith Paul Tozour William van der Sterren Tom Vykruta Steven Woodcock Michael Zarozinski
Average Rating: 
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It's hard to find good information about game programming and design. The trouble is that people working in the industry have an incentive to keep their techniques secret -- they don't want their competitors to learn them. The people who aren't in the industry can write about games but don't have the experience to back it up.
Game AI Programming Wisdom gives us wisdom from people who have worked on real games. Each section is a short explanation of a particular problem (like pathfinding, tactical reasoning, or pattern recognition). Since they're short and independent, you can pick the section that applies to the problem you're trying to solve and read that without having to read everything in order. However, each section is written by a different person, so if you try to read the book straight through you will be distracted by the change in writing styles and level of detail.
I'm quite glad to see this book. It's actually the first game programming/design ... Read More
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This is the best book in my library. Write by professionals, with usefull techniques and well explained details of almost every cool aspects of AI in the game programming world.
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Being in the game development business, I am always on the lookout for new and different tricks, techniques and strategies. When most programmers go to the lectures, panels and roundtables at the Game Developers Conference, we are looking to pick up this same sort of material... we share ideas and approaches - but rarely get the chance to get down to the code details to make it easy for us to implement those ideas into our own work. This book makes that possible.
Along the lines of the other "Gems" series of books, this collection is filled with ACTUAL techniques and code chunks that are used by some of the top professionals in the industry. Just flipping through the list of the contributors to the book is like going around the room at one of the AI roundtables at the GDC... in fact, Steve Woodcock and Neil Kirby are 2 of the "3 AI guys" that RUN those roundtables! (The 3rd being Eric Dybsand who has contributed to the "Gems" series but not this title.)
Many books ... Read More
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Published by the same folks who brought you Game Programming Gems (and edited by one of the more prolific AI authors in that series), AI Game Programming Wisdom provides a wealth of real knowledge by actual game programming professionals, not professional authors. As a game programming professional, the number of game programming books that sit on my shelf is fairly small. Most have nothing interesting or meaningful to offer beyond rudimentary descriptions and concepts.
AI Wisdom is definitely a cut above the rest. The topic selection is intelligent and relevant, and the articles are all of a consistent quality and polish. I've already referenced articles several times when writing production code, and several co-workers have borrowed it when they had a particularly tricky problem to solve. This is simply a must-have resource for any professional AI programmer, period. Or, if you're an amateur or hobbyist looking to see the tricks and techniques professionals use, then this ... Read More
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"Artificial Intelligence" means different things to different people. One useful application is the control of nonplayer characters (NPC) in video games. This is the first book to address this field. Like any collection of papers, it is uneven and does not systematically cover the subject. It should be read in conjunction with a traditional AI text, such as Murphy "Introduction to AI Robotics", Russell and Norvig "Artificial Intelligence: a Modern Approach", Tom Mitchell "Machine Learning" or perhaps Bruce Blumberg's forthcoming "Synthetic Characters".
I teach AI at DigiPen Institute of Technology and made this one of the required books. It is good in showing which techniques are most useful in games and what you need to consider when designing your AI. Some papers are overly general and some are too specific. That's probably unavoidable, but game programmers can pick and choose the most appropriate ideas. Unfortunately, some of the better introductory articles on A*, finite ... Read More
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