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ai  artificial intelligence  design patterns  game programming  video games  

Programming Game AI by Example

Programming Game AI by ExampleAuthor: Mat Buckland
Publisher: Jones & Bartlett Publishers

List Price: $49.95
Buy New: $30.50
as of 9/10/2010 07:53 MST details
You Save: $19.45 (39%)

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New (22) Used (17) from $30.49

Seller: ShawnSpecials
Rating: 4.5 out of 5 stars 36 reviews

Media: Paperback
Edition: 1
Pages: 500
Number Of Items: 1
Shipping Weight (lbs): 1.3
Dimensions (in): 8.8 x 6 x 1.1

ISBN: 1556220782
Dewey Decimal Number: 794.81526
EAN: 9781556220784
ASIN: 1556220782

Publication Date: September 30, 2004
Availability: Usually ships in 1-2 business days

Features:
  • ISBN13: 9781556220784
  • Condition: New
  • Notes: BUY WITH CONFIDENCE, Over one million books sold! 98% Positive feedback. Compare our books, prices and service to the competition. 100% Satisfaction Guaranteed

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  • Kindle Edition - Programming Game AI by Example

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Editorial Reviews:

Product Description
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.


Customer Reviews:
Showing reviews 1-5 of 36
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5 out of 5 stars Solid examples, not just theory   March 24, 2010
Lewis R. Strasburg
1 out of 1 found this review helpful

The book has great examples for incorporating good artificial intelligence in games. The author knows how to organize code effectively, and if you're a beginner programmer with C++, you'll learn a few things there as well. I also like that the extra material for the book that is usually included as a CD in other books can be found online for download instead, so you don't have to worry if you're missing something when buying the book.

Some of things I've learned in the book include agent movement behavior, using finite state machines, and message handling for state changes. A good understanding of C++ or some object oriented language is a must. Otherwise, the author uses easy to understand language and relates the subject very well.



5 out of 5 stars Excellent C++ AI Game Programming Book   January 22, 2010
Brendan Burns (Donegal, Ireland)
1 out of 1 found this review helpful

The author does a great job of discussing and illustrating theory and then supporting that discussion with practical examples.

Great book, with logical progression, each chapter building and extending on the previous.

Topics covered are highly relevant to commercial games programming (steering behaviours, pathfinding, scripting, fuzzy logic).

An excellent read, and reference book - and the fact that it uses C++ and plenty of UML makes it even better.

Academia should consider this as a textbook for any course involved in games, AI, etc.

Congratulations Mat, an excellent book.



5 out of 5 stars Good book, defiantly teaches by example   August 11, 2009
Rebecca Curtis
2 out of 2 found this review helpful

This is the book used in my AI and Data Structures programming class at DeVry University in their Game and Simulation Programming major. This book combined with my professor who's the lead software engineer for High Voltage, Inc. have made learning various AI concepts easier than I had imagined. The book has complete source code for various types of AI structures including a message based finite state machine that allows for easy creation of states, actors, and messages with easy to understand memory management functions. There's also a graphic based test board type of application that allows you to test how fast path search algorithms ranging from Depth First, Breadth First, Djikstras, and A* methods. There's also features to learn and experiment with different heuristic methods as well. The book is easy to read and the C++ code source is easy to follow and understand for a beginner to intermediate programmer skill level.


5 out of 5 stars Game AI from the basis with a professional approach   June 11, 2009
G. Botta
1 out of 1 found this review helpful

I was relatively new to AI when I started reading this book (I took some classes but no real insight). I skipped the physics review part because I didn't need a recap, but I think it's very useful for many. This book was kind of a revelation to me. Just reading the first three chapters you can get so many hints and design techniques you can already program your first games easily. Moreover, the code is C++, industry standard for games, giving the book an even more professional feel.
The book proceeds really fast, so if you don't have some object oriented programming experience and a minimum knowledge of C++ it might be hard to read. If that's the case I suggest to read "Accelerated C++" to start.
Highly recommended.



5 out of 5 stars This book helped me get a 1st in my dissertation   May 17, 2009
Christian Shiel (Dorset)
1 out of 1 found this review helpful

For my final year project I decided to write a football soccer sim. Was not sure how to approach this. I purchased this book and read it and this helped give me a clearer idea! Whilst I did not quite understand all the concepts I was able to take ideas from some of the chapters and create my own working sim. Thanks to Matt Buckland for writing this. I'd say any material he writes is worth checking out.

Showing reviews 1-5 of 36
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