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: 794.81536
EAN: 9781584502890
Edition: 1
ISBN: 1584502894
Label: Charles River Media
Manufacturer: Charles River Media
Number Of Items: 1
Number Of Pages: 732
Publication Date: December 09, 2003
Publisher: Charles River Media
Studio: Charles River Media
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Editorial Review:
Amazon.com Review: A game has to be able to think, or at least imitate thought sufficiently to render a convincing representation of some character or phenomenon. This sort of logic requires planning on the part of the programmer: A swordfighter not only has to find his enemy and engage him in combat, but know how to react if the opponent runs away, dies, or summons his buddies. The better the game designer is at endowing characters with behaviors, capabilities, and reactions, the more realistic and exciting his or her games will be. A soldier that can shoot at targets in the distance is okay, but a soldier that can also lay an ambush, shoot around corners, and fight with a knife is a lot more exciting. AI Game Programming Wisdom 2 comprises a series of article from accomplished game programmers about designing games that feature complex and lifelike behavior.
The contributors--there are dozens--share their professional experience in the field of simulating life in software. Some of their examples are crystal-clear--Nick Porcino's block diagrams that explain the behavior of artificial insects are one example. What's more, the compilation is remarkably comprehensive, addressing such issues as how collectives (such as platoons of soldiers) exhibit behavior that takes into account the perceptions of their members (as well as the lack of information--the fog of war). This book is carefully designed to help game architects plan more exciting and realistic environments for their players. --David Wall
Topics covered: How to design a computer game in which computer-managed characters need to behave intelligently. There's coverage of how to encode a character's motivations, how to make a character relate to a group, how to make characters move through and perceive space, and how to make a character learn over time.
Product Description: Cutting-Edge Game AI from Industry Experts!
AI Game Programming Wisdom 2, the second volume in this cutting-edge series, is packed with all new tricks, techniques, algorithms, architectures, and philosophiesall written by industry experts! The wealth of knowledge and expertise in this volume is sure to surpass your expectations. As with the first volume, this book is designed to provide practical advice for building state-of-the-art game AI for commercial games; however, it also strives to help you look forward to leading-edge techniques that will be critical in future explorations.
AI Game Programming Wisdom 2 provides advances, discoveries, and triumphs that will influence and drive game AI for the next decade. The breadth of experience and diverse backgrounds of the authors make this a truly global, cross-sectional resource for game AI. The book is divided into twelve comprehensive sections, including an all new speech recognition and dialogue section. There is also coverage of a wider variety of game genres and a cumulative index is included for easy cross referencing between volumes.
This new volume alone is an indispensable tool, but together with volume 1, these books form a remarkable collection that no game AI programmer should be without! SECTIONS: * General Wisdom * Pathfinding and Movement * Group Movement, Tactics, and Planning * AI Animation Control * State Machines * Architecture * FPS, RTS, and Strategy AI * Racing and Sports AI * Scripting * Learning * Genetic Algorithms and Neural Networks * Speech Recognition and Dialogue
On the CD-ROM (WINDOWS): Includes source code and demos to augment the articles, as well as tutorials, Web resources, complementary articles, and color images. SYSTEM REQUIREMENTS: Intel Pentium-series, AMD Athlon or newer processor recom-mended. Windows 98 or higher required, 3D graphics card recommended for optimal performance, and DirectX 9 or higher. Code and demos were tested on a Pentium 4 2.5 GHz (1GB) machine with a GeForce 3 graphics card, WinXP with DirectX 9, and Microsoft Visual C++ 6.0.
CONTRIBUTORS Greg Alt Mat Buckland Phil Carlisle Alex J. Champandard Emmanuel Chiva Alex Darby Julien Devade Mike Dickheiser Kevin Dill Jean-Yves Donnart Penny Drennan Eric Dybsand Euan Forrester James Freeman-Hargis Dan Fu Benjamin Geisler Mario Grimani Sebastian Grinke Harri Hakonen Chris Hargrove Alexander Herz Ryan Houlette Geraint Johnson Soren Johnson Timo Kaukoranta Tom Kent Sandeep Kharkar Kristin King Neil Kirby Brett Laming François Dominic Laramée Lars Lidén John Manslow Stéphane Maruéjouls James Matthews Alex McLean Syrus Mesdaghi Jeff Orkin Nick Porcino Steve Rabin Michael Ramsey Christopher Reed John Reynolds Gilberto Rosado Shawn Shoemaker Jouni Smed P.J. Snavely Alex Sramek Penny Sweetser Dale Thomas Paul Tozour William van der Sterren Neil Wallace Terry Wellmann Steven Woodcock Eric Yiskis
Average Rating: 
Rating: -
Honestly, I just had to submit a review to comment on this line from a reviewer of this book. "Ok, let us not try to get bogged down into semantics." What the heck does this mean? I think he/she meant, "Okay, let us not get bogged down in semantics."
What else is wrong with this reviewer's reading/writing skills that contributed to their negative review of this book? If you can't write clearly...
Rating: -
All of the books in the Game Programming Gems and AI Wisdom series have been quite useful to me as a game programmer. AI Game Programming Wisdom 2 is a continuation of the Charles River Media series devoted to gaming issues. As with the rest of the series the articles are of varying lengths and detail. Many of the articles simply reference other articles in the series rather than basic or classic works in AI. So, this series is less useful as a bibliographic source. The topics covered in the articles are usually short and written at a high-level, but nonetheless very interesting and worth further research. And therein lies some of the frustration. It is often difficult to find more information about a particular subject since most of the references simply refer to articles in other books in the series, which are themselves are rather vague.
AI Game Programming Wisdom 2 is structured very much the same as the first book in the series. The articles are broken into similar sections, ... Read More
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Has Artificial Intelligence just become a catchall phrase for any advanced algorithmic programming? Because if you peruse this book, you may consider some methods it describes as just being sophisticated algorithms, and not necessarily anything to do with AI per se.
Ok, let us not try to get bogged down into semantics. The book does have many nice, state of the art (2004) methods for handling diverse problems arising in game coding. For example, the section on speech recognition is quite well done. The main thing to take away from that section is that you need to restrict the problem so that the range of possible user responses is limited. Which may not necessarily be what that author intended. But from your point of view of easier and more robust coding, this is the pragmatic way to use speech recognition.
Of course, an AI purist might argue that what I have just suggested is not really AI. I agree. I use the speech recognition as just one example. You may derive the ... Read More
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