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AI Game Engine Programming

AUTHOR: Brian Schwab
ISBN: 1584503440

SHORT DESCRIPTION: Written for all levels of AI developers, this book provides the knowledge needed to create an AI engine and breaks down AI elements and solutions by genre, with concrete examples from popular games. The CD features all the code from the book a...

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         Editorial Review

AI Game Engine Programming
- Book Review,
by Brian Schwab

From Book News, Inc.
Written for professional game programmers familiar with C++ and object-oriented concepts, this book identifies which AI techniques are used in ten different game genres, demonstrates how the five primary AI engines work, and overviews the new possibilities being offered by genetic algorithms and neural networks. The CD-ROM contains source code, the GLUT wrapper for OpenGL, and the Lua language. The author programs for Sony Computer Entertainment.Copyright © 2004 Book News, Inc., Portland, OR

Book Description
AI Game Engine Programming provides game developers with the tools and wisdom necessary to create modern game AI engines. It takes programmers from theory to actual game development, with usable code frameworks designed to go beyond merely detailing how a technique might be used. In addition, it surveys the capabilities of the different techniques used. In addition, it surveys the capabilities of the different techniques used in some current AI engines, and covers common pitfalls, design considerations, and optimizations. If you're having difficulty determining which techniques to use, or looking for working code best suited to a particular game, you'll find the answers here. You'll also find a clean, usable interface for a variety of game AI techniques with an emphasis on primary decision-making paradigms. The book provides insightful coverage of a variety of subjects important to AI engine development, and ties them together masterfully to form an indispensable reference. Part I provides an overall look at game AI, covers the basic terminology used in the book, reviews underlying concepts of game AI, and dissects the parts of a game AI engine. Part II covers specific game genres (RPG, TRS, FTPS, Shooter, Sports, Racing, Strategy, Adventure, Fighting, Platform, and miscellaneous) and explains how they use different AU paradigms. It also covers the move common solutions to the problems posed by each genre. Some of the problems include, dealing with direct AI and human interactions, using scripting languages appropriately, and general intelligence/entertainment balancing. Part III provides the actual code implementations for the basic AI techniques such as finite state machines, fuzzy state machines, message board systems, scripted systems, and location-based information systems. And, Part IV covers the move advanced techniques, including genetic algorithms, neural networks, artificial life, planning algorithms, and decision trees. The book concludes with Part V, which looks at "real game AI development." The areas covered here focus on how distributed AI works as an overall paradigm that can help with the organization of any AI engine. There is also coverage of common AI development, debugging and tuning, and the future of AI. After reading this book you'll have traveled through most of the huge landscape of knowledge that a game AI programmer faces, and you'll be prepared to master it! Key Feature: * Provides a detailed guide for programmers interested in creating an AI engine for and game genre * Breaks down AI elements and solutions by genre, and provides concrete examples from popular games * Includes code implementations for both basic and complex AI techniques * Provides suggestions for how the AI systems discussed can be extended or optimized for space, speed, and other limitations * Explains distributed AI as a paradigm that can help with the organization of almost any AI engine On the CD-ROM The CD-ROM includes all of the source code compiled using Microsoft Visual C++ 6.0, along with the compiled binaries; the GLUT wrapper for OpenGL library, and the Lua language library; useful bookmarks; and all the figures from the book. System Requirements: Pentium 3.1 GHz or better, GeoForce Go or 3 graphics card or better, Windows (ME, 2000, or XP). The demonstration programs are written in Microsoft Visual C++ under the Windows platform, but only rendering is platform specific. The rendering API used is the GLUT extension to Open GL.

About the Author
Brian Schwab has been a game programmer for over ten years, and has held key positions as Gameplay and AI Programmer for both Angel Studios and DreamWorks Interactive. He currently works as a Senior AI Programmer for Sony Computer Entertainment.


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         Book Review

AI Game Engine Programming
- Book Reviews,
by Brian Schwab

AI Game Engine Programming

SYNOPSIS

AI Game Engine Programming provides game developers with the tools and wisdom necessary to create modern game AI engines. It takes programmers from theory to actual game development, with usable code frameworks designed to go beyond merely detailing how a technique might be used. In addition, it surveys the capabilities of the different techniques used. In addition, it surveys the capabilities of the different techniques used in some current AI engines, and covers common pitfalls, design considerations, and optimizations. If you￯﾿ᄑre having difficulty determining which techniques to use, or looking for working code best suited to a particular game, you￯﾿ᄑll find the answers here. You￯﾿ᄑll also find a clean, usable interface for a variety of game AI techniques with an emphasis on primary decision-making paradigms. The book provides insightful coverage of a variety of subjects important to AI engine development, and ties them together masterfully to form an indispensable reference. Part I provides an overall look at game AI, covers the basic terminology used in the book, reviews underlying concepts of game AI, and dissects the parts of a game AI engine. Part II covers specific game genres (RPG, TRS, FTPS, Shooter, Sports, Racing, Strategy, Adventure, Fighting, Platform, and miscellaneous) and explains how they use different AU paradigms. It also covers the move common solutions to the problems posed by each genre. Some of the problems include, dealing with direct AI and human interactions, using scripting languages appropriately, and general intelligence/entertainment balancing. Part III provides the actual code implementations for the basic AI techniques such as finite state machines, fuzzy state machines, message board systems, scripted systems, and location-based information systems. And, Part IV covers the move advanced techniques, including genetic algorithms, neural networks, artificial life, planning algorithms, and decision trees. The book concludes with Part V, which looks at ￯﾿ᄑreal game AI development.￯﾿ᄑ The areas covered here focus on how distributed AI works as an overall paradigm that can help with the organization of any AI engine. There is also coverage of common AI development, debugging and tuning, and the future of AI. After reading this book you￯﾿ᄑll have traveled through most of the huge landscape of knowledge that a game AI programmer faces, and you￯﾿ᄑll be prepared to master it! Key Feature: ￯﾿ᄑ         Provides a detailed guide for programmers interested in creating an AI engine for and game genre ￯﾿ᄑ         Breaks down AI elements and solutions by genre, and provides concrete examples from popular games ￯﾿ᄑ         Includes code implementations for both basic and complex AI techniques ￯﾿ᄑ         Provides suggestions for how the AI systems discussed can be extended or optimized for space, speed, and other limitations ￯﾿ᄑ         Explains distributed AI as a paradigm that can help with the organization of almost any AI engine   On the CD-ROM The CD-ROM includes all of the source code compiled using Microsoft Visual C++ 6.0, along with the compiled binaries; the GLUT wrapper for OpenGL library, and the Lua language library; useful bookmarks; and all the figures from the book. System Requirements: Pentium 3.1 GHz or better, GeoForce Go or 3 graphics card or better, Windows (ME, 2000, or XP). The demonstration programs are written in Microsoft Visual C++ under the Windows platform, but only rendering is platform specific. The rendering API used is the GLUT extension to Open GL.

ACCREDITATION

Brian Schwab (San Diego, CA) has been a game programmer for over ten years, and has held key positions as Gameplay and AI Programmer for both Angel Studios and DreamWorks Interactive. He currently works as a Senior AI Programmer for Sony Computer Entertainment.


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