Programming Game AI by Example (Wordware Game Developers Library)

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Programming Game AI by Example (Wordware Game Developers Library)

Programming Game AI by Example (Wordware Game Developers Library)


Programming Game AI by Example (Wordware Game Developers Library)


Download PDF Programming Game AI by Example (Wordware Game Developers Library)

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Programming Game AI by Example (Wordware Game Developers Library)

Product details

Series: Wordware Game Developers Library

Paperback: 495 pages

Publisher: Jones & Bartlett Learning; 1 edition (October 14, 2004)

Language: English

ISBN-10: 9781556220784

ISBN-13: 978-1556220784

ASIN: 1556220782

Product Dimensions:

6.1 x 1 x 9.2 inches

Shipping Weight: 1.2 pounds (View shipping rates and policies)

Average Customer Review:

4.4 out of 5 stars

84 customer reviews

Amazon Best Sellers Rank:

#431,331 in Books (See Top 100 in Books)

Programming Game AI By Example by Mat Buckland is one of those books that comes highly recommended and was one I had been meaning to read for a long time. In fact, I originally purchased the paperback in 2006 and never got around to reading it. The interesting part is that the book is still very much relevant today and is not dated in the least. Well now maybe some of the engines and middleware have this stuff built in, but the fundamentals I think I still important to understand.The book starts with a quick primer on math and physics. The basics are explained, like Cartesian coordinates, trigonometry, vectors, coordinate spaces, and some physics. Like most people reading a book of this level, the beginning was a light refresher. However, I’m a big stickler for reading books from cover to cover with no skipping around, so I did not mind a short recap. Next Buckland gets into state-driven design and demonstrates a simple command-line app using the concepts. I found this approach successful, and it was able to show the concepts without complex 2D or 3D math getting in the way.He followed up with autonomous moving agents, mostly based on steering behaviors. I was already somewhat familiar with steering behaviors, but I found the author’s description and code to be clear and concise and explained the concept better than I’ve seen before. He then applies the previous topics to a simple soccer game. This was a great next step, and really compiled the knowledge being taught into something concrete. In the next chapter, the author went into graphs; what they are, how to use them, and some popular algorithms link Dijkstra and A*. I always wanted to know what A* was, and this book explains it fairly well.Buckland then devotes a section to cover scripting languages and why they are useful. In this case, he chose Lua (not a bad choice) and explains some basics about the language, how to interface it with C++, and creates a simple finite state machine. This chapter is helpful even if you’re not coding AI and just need a scripting language for your game or engine (provided you like Lua). In fact, a lot of the concepts in this book are generic enough that they can be applied to multiple fields of interest for game developers.Next, the author creates a simple overhead game framework used in the subsequent examples. Using this framework he then shows practical path planning, goal driven agent behavior, and finishes up with fuzzy logic. Fuzzy logic is another one of those buzzwords that always intrigued me but I never really understood. Buckland concludes with a quite excellent explanation of the concept.Overall I found this book to be stellar on all accounts. I feel that any game developer could gain insight from this text, even if they aren’t primarily working with AI programming. The scripting coverage could be used in many games, and the algorithms covered are generic enough to apply to different disciplines. While this is the first book I’ve read on AI, I really can’t imagine a better introduction. Highly recommended.

I think this is a good book. The formatting of the e-book version, however, is so bad as to make it practically unreadable. It looks like the conversion to e-book was done by scanning the printed version, either using OCR or copy/pasting from a print document. This means that you get weird inserts with page numbers, headers saying "This page is intentionally blank", and the math is complete nonsense. Sidebars are randomly interspersed in the text and the source code formatting is gone.I suspect that the printed version of this book is actually quite good. The e-book is a joke.

I am in the process of reading this jewel and have just finished the math portion of the book. There are some "mathematical" term errors that only a mathematician would catch (usage of the terms function vs. formula, and right triangle vs. right angle triangle comes to mind), and certainly do not deter from his presentation of the necessary subjects. He envokes the great memory mneumonic SohCahToa for trigonometry functions, but fails to spell out what that mneumonic represents (Sin is Opposite over Hypotenuse, Cos is Adjacent over Hypotenuse, and Tan is Opposite over Adjacent in a right triangle). The required vector analysis mathematics portion could have been a cleaner and more precise presentation, but covers all the key points. His examples along with graphs throughout this chapter do a good job of illustratating the mathematical concepts he feels are important to programming game AI.Because I taught university level mathematics for years, the math portion was rather straight forward for me (other than the misuse of a few mathematical terms/definitions). I would have preferred to give the book 4.5 stars, but that was not an option. If the author covers the material beyond this first chapter as well as he has in the math chapter, then this should be a 'must buy' for anyone interested in the subject, and am very pleased with the purchased of this book.

One Line Synopsis - This book is a must for anyone interested in the topic of AI in games, and it is full of examples that really drive home the lessons being taught.With all the college courses and graduate studies devoted to the field of artificial intelligence, this book could have easily drowned itself it excessive theory. Thankfully, this did not happen. The author is truly able to give concrete examples and demonstrate the applicable methodologies. Not only do the examples given in the text convey the lessons in AI so clearly, they could easily be employed in your own projects.I have given myself plenty of time not only to read the book, but generate my own AI code inspired from the book. It really is the perfect blend of theory, practice, and examples. If you are looking for an entry level AI book that will also deliver you into the intermediate stages of AI programming, this is the book you have been looking for.I would highly recommend anyone who purchases the book to check out the source code that can be found on the companion website. It not only offers the source code from the book, but also the standalone executables that run the programs discussed. As AI behavior is such a dynamic phenomenon, it really lends itself to view the examples in motion alongside the text. That's why these programs are so helpful. Additionally, one can tell a lot of care was put into constructing these programs to really demonstrate the main point of each topic.As an aside, chapter 2 of this book is an exceptional chapter for those interested in game engine design. It primarily deals with state-driven design and finite state machines, but also discusses game entities and their management along with message handling. While the topics in this chapter deal with AI behavior, their applications go far beyond AI and could easily be applied to many other features of games and software.

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