Programming Game AI by Example

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Jones & Bartlett Learning, 2005 - Computers - 495 pages
Programming Game AI by Example provides a comprehensive and practical introduction to the "bread and butter" AI techniques used by the game development industry, leading the reader through the process of designing, programming, and implementing intelligent agents for action games using the C++ programming language. Techniques covered include state- and goal-based behavior, inter-agent communication, individual and group steering behaviors, team AI, graph theory, search, path planning and optimization, triggers, scripting, scripted finite state machines, perceptual modeling, goal evaluation, goal arbitration, and fuzzy logic.
 

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Easily one of the best books about AI programming I have ever read! Everyone who wants to take a stab at writing good game AI should read it. It covers pretty much anything one needs to know.
I have
seen that some people criticize it for not include artificial neural networks, but he wrote an earlier books that covers that, and this one is more focused towards game AI. And it does it very well! 

Contents

Step Four
80
Sports Simulation Simple Soccer
133
Designing the
144
Summing Up
189
A More Formal Description
195
Breadth First Search
224
CostBased Graph Searches
231
Summing
247
Hierarchical Pathfinding
372
GoalDriven Agent Behavior
379
Goal Arbitration
398
Fuzzy Logic
415
Coding a Fuzzy Logic Module
437
How Raven Uses the Fuzzy Logic Classes
451
Last Words
457
Appendix A C++ Templates
465

Scripting in
255
An Overview
295
TriggerRegion
303
Setting Up Your Development Environment
475
Index
481
Copyright

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About the author (2005)

Mat Buckland is a freelance programmer and writer. He became interested in AI when he coded Waddington's Monopoly for the ZX Spectrum way back in the '80s, and over the years his passion for making computers "think" has never faded. He is the author of the book AI Techniques for Game Programming and the founder of ai-junkie.com, a popular web site that specializes in AI tutorials. He is also a member of the AI Interface Standards Committee and co-hosts the AI round table at the European Game Developers Conference.

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