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AI Techniques for Game Programming

AI Techniques for Game Programming

List Price: $59.99
Your Price: $40.79
Product Info Reviews

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Rating: 5 stars
Summary: really good intro book for neural nets and GAs
Review: Although other reviewers have already pointed out everything positive about this book, I felt I also had to praise it because it's so good. It's a great introduction to neural networks and genetic algorithms. By the way the author should be congratulated for his "never include any code that you don't throughly explain" philosophy. Although it's over 400 pages because of this philosophy, you can skim/skip around 150 of them if you know some win32 programming and basic high school math/physics. The book is so concise and easy to understand that I went through it in a night and came up having a firm idea about the subject. There are also a lot of good ideas to try out throughout the book(i.e. tinkering with the source included etc.)

To put it shortly, this is a great book, it's really worth the money you spend on it.

Rating: 5 stars
Summary: Learn how to program neural networks!
Review: First of all, I must say that the title of this book is a bit misleading, and if it's not what you're looking for, it may be a mistake to purchase. The book is not about AI in general, but instead about two AI learning techniques that are becoming more and more used in the game programming world. These two techniques are 'Genetic Algorithms' and 'Neural Networks'. The book is about how to program these, and only these, techniques. If you are looking for a more general book on AI with a broader range AI subjects, such as pathfinding, then I would suggest a book from the AI Game Programming Wisdom series.

Having said that, this book is wonderful. Not only does it easily explain how genetic algorithms and neural networks work, it shows you step by step how to implement the techniques into your own games. It can also serve as a rather nice introduction into these subjects, as you may encounter more technical explainations of them in other texts. The CD that is included also contains many useful demos and ready-to-use C++ source code, making the examples mentioned in the book quickly accessible.

If you're thinking about buying this book, make sure that it's genetic algorithms and neural networks you want to learn more about. If it is, this book is rather thin but extremely resourceful.

The only other thing I didn't like about this book, besides the title, was the author's decision to spend the first 85 pages of the book talking about Windows Programming. I believe such a thing should not be taught in such a book, because other books can be consulted to learn more about Windows Programming. I don't think this should take a star away from the book, however, since the rest of the book is extremely well-written and resourceful.

Rating: 4 stars
Summary: Excellent, doesn't try to cover everything.
Review: I really don't see why so many people freak out and pretend to be all upset because it covers use of the GDI at the beginning. I'll agree that in many cases it's not particularly helpful, but I don't see why people pretend to be incapable of going past those chapters. Anyway, I like this book a lot because it gets you making things that actually work, and it doesn't do it in a way that it's impossible to figure out what the heck the author is talking about. I only rate it 4 stars because it would be better titled as "Neural Nets and Genetic Algorithms for Stuff." It doesn't cover anything other than neural nets and genetics, and it certainly doesn't seem to be limited to games.

Rating: 4 stars
Summary: Excellent, doesn't try to cover everything.
Review: I really don't see why so many people freak out and pretend to be all upset because it covers use of the GDI at the beginning. I'll agree that in many cases it's not particularly helpful, but I don't see why people pretend to be incapable of going past those chapters. Anyway, I like this book a lot because it gets you making things that actually work, and it doesn't do it in a way that it's impossible to figure out what the heck the author is talking about. I only rate it 4 stars because it would be better titled as "Neural Nets and Genetic Algorithms for Stuff." It doesn't cover anything other than neural nets and genetics, and it certainly doesn't seem to be limited to games.

Rating: 4 stars
Summary: Easy and enjoyable reading
Review: The author demonstrates that it is possible to write about a subject as complex and academic as AI without boring your audience to tears. Believe me, I've read my share of college engineering textbooks and I did plenty of crying. The author does a fine job of explaining AI in plain English. Hey, there's nothing wrong at all with injecting a bit of humour and fluff into your writing. Learning complex, scientific subjects does NOT have to be boring and painful.

The book only covers GAs and ANNs but those are two of the hottest AI algorithms being looked at in the gaming industry. The sample programs are also quite instructive.

The only gripe I have is I thought the material on Win32 programming was unnecessary. There's a plethora of material on Win32 out there, both at the bookstore and the internet.

Rating: 5 stars
Summary: Perfect book for the AI newbie, don't miss it!
Review: This book is a little jewel hidden in the usually trashy prima press
game development series.. it gives a great, clear, non-formal introduction to genetic algorithms and neural networks in the context of game programming.. and gives you example code in good C++ (brainy aliens storming towards you, a genetic algorithm controlled lunar lander.. tanks that move around avoiding obstacles....) that actually works and is simple enough to be understandable for a newbie. The writing style is lively but not annoying. I recommend this title to anyone who has an interest for the fun side of programming....

Rating: 5 stars
Summary: Well written and focused
Review: This book is a well written introduction to Genetic algorithms and Neural Networks, without the usual dependence on high level math. In just a couple of days, I have gotten a clear picture of how both genetic algoritms and neural networks can be used and implemented. The provided demos are simple enough to understand quickly, and they demonstrate the material well (imagine that--a relevant demo). On top of that, they all worked without modification on my machine.

The book does not cover the more traditional "graph search" types of AI like heuristic search and expert systems (which I think is refreshing). Instead, it focuses on the types of AI that learn or evolve. This is probably a much better approach for modern game development (unless you are writing puzzle games), and I highly recommend this book.

Rating: 5 stars
Summary: Buckland DE-jargonises the field of AI
Review: This book IS my Masters thesis. I built a multi layered combative system driven wholly by neural networks evolved using genetic algorithms. The learning of agents was unsupervised and they existed collaboratively and adversarily. If all of this made no sense, dont worry! Read this book and it will.
The book covers these techniques (except for multi layered architectures) to a level understood by anyone with a basic knowledge of C++. It totally demystifies NNs and GAs. Other books on these subjects actually put you off the entire concepts of AI by feeding you fear and confusion.
I have completed the book and have read it numerous times. It is going to be invaluable for my development of PHd stuff - his writing introduces areas for potential research.
Im would definately buy other books from this author. I hope he covers other areas of AI soon and puts 'em into print.
Be jaysus, tis mighty I tell ya!!!

Rating: 3 stars
Summary: Only good book in awful series. Buy, but avoid all others
Review: This is the only good book in what is a completely dreadful series. Andre LaMothe is regarded by so many as a publishing/editing/authoring god when it comes to programming books, but I really have to ask why.
This series is designed to take money from 16 year old wannabe programmers that don't know better. Most of the authors have no content, and simply come up with a title that sounds exciting to the unsuspecting public, and then fill a book with as many words as they can, and almost no content.
LaMothe and the Premiere Press team then make the books appear bigger by using large fonts, and sell them at ludicrously high prices.
I feel sorry for the poor authors that actually try to impart knowledge to their audience, although most of them do not even try.

Mat, thankfully, is the only author in the entire series that is genuinely interested in imparting useful knowledge to his audience. It is held back by the bloat required by the series, and has far too many side anecdotes with what appear to me to be little purpose other than relaxing the reader, which while a useful ploy, is somewhat out of place when trying to teach an audience. Whilst it could do with some aggressive editing, Mat does a good job introducing a set of topics that he is obviously passionate about, although I would stress that it is for beginners wanting to get a 'feel' for genetic algorithms and neural networks, not for people looking for explanations of how the various algorithms work, or why particular formulas are used.

As with all Game Development books there is a wasted section describing windows programming, but then the aim of this series (not the author's fault) is to fill a book with as many pages as possible, no matter whether there is content for it or not.

I'm hoping that the author AI Techniques for Game Programming writes a follow up book going into more details with greater explanations of the reasons behind the selections of the genetic algorithm pseudo evolutionary formulas. Very interesting stuff.

So, this is a good book for beginners, that is somewhat too wordy for my taste, but represents the only book in this series that is worth it's buying price.
It is a pity that there may be other Game Development books written by committed authors such as Mat, because due my disgust at all other Game Development books I have seen aside from this one, I have made a pact with myself never to buy another, since 'Game Design' and 'Swords and Circuitry', two others I sadly bought are the saddest cause any tree could die for. They are, bluntly, pathetic, and I am furious with Lamothe for such a dreadful series.

Rating: 4 stars
Summary: Great book!!
Review: Well, Ive read about 4 chapters so far, and it is definitely a keeper. If you have no prior knowledge of AI or want to clarify and be able to implement in code the concepts of genetic algorithms and neural networks, this is definitely the book for you. Just be sure to know some C++...

Some extra stuff: The two first chapters explains windows programming. Wow!! In about 70 easily degistable pages you get the hang of windows programming!

What is great about the other two sections (genetic algÂ's and neural nets) is that they are explained in a very down-to-earth manner, with workable code-examples in every chapter.

What is preventing me from giving it five stars is that it initially makes a point of being written so easily that an idiot can understand it, and that a witty author and a casual style of writing will more readily impregnent the information in the readers mind. Well, the author TRIES to write in a casual way that will appeal to the average targeted reader (I assume male, 18 to 30 years of age), but unfortunately that effort only manifests itself in very occasional jokes trying to punch a hole through the otherwise stiff and professional language. Still, the material is very easily presented (even for a swedish reader), and much more casually written than virtually any book on AI so far; its just that the general tone and vocabulary is a bit more dull than it had to be.

Well, regardless of this criticism, this is the best book for anybody who wants to get a clear grasp of AI, and be able to implement it in code. BUY IT!!


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