Arts & Photography
Audio CDs
Audiocassettes
Biographies & Memoirs
Business & Investing
Children's Books
Christianity
Comics & Graphic Novels
Computers & Internet
Cooking, Food & Wine
Entertainment
Gay & Lesbian
Health, Mind & Body
History
Home & Garden
Horror
Literature & Fiction
Mystery & Thrillers
Nonfiction
Outdoors & Nature
Parenting & Families
Professional & Technical
Reference
Religion & Spirituality
Romance
Science
Science Fiction & Fantasy
Sports
Teens
Travel
Women's Fiction
|
|
Artificial Intelligence For Computer Games: An Introduction |
List Price: $35.00
Your Price: $35.00 |
|
|
|
Product Info |
Reviews |
<< 1 >>
Rating: Summary: Worth about 5 bucks Review: A total rip off! This skimpy booklet reads like a thesis and has only scarce and laughable code snippets. 35 dollars for this? You must be kidding! If interested in a decent, hands on game AI programming book try "Programming Game AI by Example" by Mat Buckland.
Rating: Summary: A manual of basic techniques Review: Artificial Intelligence For Computer Games by John David Funge is a solid, straightforward instructional text of basic artificial intelligence theory, the principles from which it derives, and how it is practically applied to program challenging and creative NPC behavior in popular computer games. Black-and-white diagrams and boolean logic symbols help drive the precepts home, though Artificial Intelligence For Computer Games does not contain any computer code per se - this is a manual of basic techniques that can generalize to any programming system. An absolute must-read for anyone striving to program or refine their own games.
Rating: Summary: the real thing Review: This is the best introduction to AI and computer games available. It's the first book in this area to combine knowledge of academic AI with knowledge of practical computer game development. Most books either are overly academic, with little practical relevance, or overly practical, with little academic substance. In contrast, this book presents a unified approach that begins with simple agents and works up to more complex agents that function in game worlds. The author emphasises enduring design principles, rather than enumerating a list of the latest gee-whiz techniques, which quickly date. The prose is refreshingly straightforward, and the author clearly explains all the concepts. This book is an ideal introduction, and is suitable for youngsters interesting in programming and making games, and also would make a good introductory textbook for a university game AI course. I have been working in the computer games industry for 20 years, yet still found new ideas in the later chapters.
<< 1 >>
|
|
|
|