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AI Game Programming Wisdom 2 (AI Game Programming Wisdom (W/CD)), by Steve Rabin
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AI Game Programming Wisdom 2, the second volume in this cutting-edge series, is packed with all new tricks, techniques, algorithms, architectures, and philosophies all written by industry experts! The wealth of knowledge and expertise in this volume is sure to surpass your expectations. As with the first volume, this book is designed to provide practical advice for building state-of-the-art game AI for commercial games; however, it also strives to help you look forward to leading-edge techniques that will be critical in future explorations. AI Game Programming Wisdom 2 provides advances, discoveries, and triumphs that will influence and drive game AI for the next decade. The breadth of experience and diverse backgrounds of the authors make this a truly global, cross-sectional resource for game AI. The book is divided into twelve comprehensive sections, including an all new speech recognition and dialogue section. There is also coverage of a wider variety of game genres and a cumulative index is included for easy cross referencing between volumes. This new volume alone is an indispensable tool, but together with volume 1, these books form a remarkable collection that no game AI programmer should be without!
- Sales Rank: #434595 in Books
- Brand: Cengage Learning
- Published on: 2003-12-09
- Ingredients: Example Ingredients
- Original language: English
- Number of items: 1
- Dimensions: 9.40" h x 1.80" w x 7.60" l, 3.25 pounds
- Binding: Hardcover
- 732 pages
- Used Book in Good Condition
Amazon.com Review
A game has to be able to think, or at least imitate thought sufficiently to render a convincing representation of some character or phenomenon. This sort of logic requires planning on the part of the programmer: A swordfighter not only has to find his enemy and engage him in combat, but know how to react if the opponent runs away, dies, or summons his buddies. The better the game designer is at endowing characters with behaviors, capabilities, and reactions, the more realistic and exciting his or her games will be. A soldier that can shoot at targets in the distance is okay, but a soldier that can also lay an ambush, shoot around corners, and fight with a knife is a lot more exciting. AI Game Programming Wisdom 2 comprises a series of article from accomplished game programmers about designing games that feature complex and lifelike behavior.
The contributors--there are dozens--share their professional experience in the field of simulating life in software. Some of their examples are crystal-clear--Nick Porcino's block diagrams that explain the behavior of artificial insects are one example. What's more, the compilation is remarkably comprehensive, addressing such issues as how collectives (such as platoons of soldiers) exhibit behavior that takes into account the perceptions of their members (as well as the lack of information--the fog of war). This book is carefully designed to help game architects plan more exciting and realistic environments for their players. --David Wall
Topics covered: How to design a computer game in which computer-managed characters need to behave intelligently. There's coverage of how to encode a character's motivations, how to make a character relate to a group, how to make characters move through and perceive space, and how to make a character learn over time.
Review
Preface Acknowledgments About the Cover Images Author Bios SECTION 1 GENERAL WISDOM 1.1 The Evolution of Game AI 1.2 The Illusion of Intelligence 1.3 Solving the Right Problem 1.4 12 Tips from the Trenches SECTION 2 USEFUL TECHNIQUES AND SPECIALIZED SYSTEMS 2.1 Building an AI Diagnostic Toolset 2.2 A General-Purpose Trigger System 2.3 A Data-Driven Architecture for Animation Selection 2.4 Realistic Character Behavior with Prioritized, Categorized Animation 2.5 Designing a GUI Tool to Aid in the Development of Finite-State Machines 2.6 The Beauty of Response Curves 2.7 Simple and Efficient Line-of-Sight for 3D Landscapes 2.8 An Open-Source Fuzzy Logic Library SECTION 3 PATHFINDING WITH A* 3.1 Basic A* Pathfinding Made Simple 3.2 Generic A* Pathfinding 3.3 Pathfinding Design Architecture 3.4 How to Achieve Lightning-Fast A* 3.5 Practical Optimizations for A* Path Generation SECTION 4 PATHFINDING AND MOVEMENT 4.1 Simple, Cheap Pathfinding 4.2 Preprocessed Solution for Open Terrain Navigation 4.3 Building a Near-Optimal Navigation Mesh 4.4 Realistic Turning between Waypoints 4.5 Navigating Doors, Elevators, Ledges, and Other Obstacles 4.6 Simple Swarms as an Alternative to Flocking SECTION 5 TACTICAL ISSUES AND INTELLIGENT GROUP MOVEMENT 5.1 Strategic and Tactical Reasoning with Waypoints 5.2 Recognizing Strategic Dispositions: Engaging the Enemy 5.3 Squad Tactics: Team AI and Emergent Maneuvers 5.4 Squad Tactics: Planned Maneuvers 5.5 Tactical Team AI Using a Command Hierarchy 5.6 Formations SECTION 6 GENERAL PURPOSE ARCHITECTURES 6.1 Architecting a Game AI 6.2 An Efficient AI Architecture Using Prioritized Task Categories 6.3 An Architecture Based on Load Balancing 6.4 A Simple Inference Engine for a Rule-Based Architecture 6.5 Implementing a State Machine Language 6.6 Enhancing a State Machine Language through Messaging SECTION 7 DECISION-MAKING ARCHITECTURES 7.1 Blackboard Architectures 7.2 Introduction to Bayesian Networks and Reasoning Under Uncertainty 7.3 A Rule-Based Architecture Using the Dempster-Shafer Theory 7.4 An Optimized Fuzzy Logic Architecture for Decision-Making 7.5 A Flexible Goal-Based Planning Architecture SECTION 8 FPS, RTS, AND RPG AI 8.1 First-Person Shooter Al Architecture 8.2 Architecting an RTS AI 8.3 An Economic Approach to Goal-Directed Reasoning in an RTS 8.4 The Basics of Ranged Weapon Combat 8.5 Level-Of-Detail AI for a Large Role-Playing Game 8.6 A Dynamic Reputation System Based on Event Knowledge SECTION 9 RACING AND SPORTS AI 9.1 Representing a Racetrack for the AI 9.2 Racing AI Logic 9.3 Training an AI to Race 9.4 Competitive AI Racing under Open Street Conditions 9.5 Camera AI for Replays 9.6 Simulating Real Animal Behavior 9.7 Agent Cooperation in FSMs for Baseball 9.8 Intercepting a Ball SECTION 10 SCRIPTING 10.1 Scripting: Overview and Code Generation 10.2 Scripting: The Interpreter Engine 10.3 Scripting: System Integration 10.4 Creating Scripting Languages for Nonprogrammers 10.5 Scripting for Undefined Circumstances 10.6 The Perils of Al Scripting 10.7 How Not to Implement a Basic Scripting Language SECTION 11 LEARNING 11.1 Learning and Adaptation 11.2 Varieties of Learning 11.3 GoCap: Game Observation Capture 11.4 Pattern Recognition with Sequential Prediction 11.5 Using N-Gram Statistical Models to Predict Player Behavior 11.6 Practical Natural Language Learning 11.7 Testing Undefined Behavior as a Result of Learning 11.8 Imitating Random Variations in Behavior Using a Neural Network 11.9 Genetic Algorithms: Evolving the Perfect Troll 11.10 The Dark Art of Neural Networks About the CD-ROM Index
About the Author
Steve Rabin is a Principal Software Engineer at Nintendo of America, where he researches new techniques for Nintendo's next generation systems, develops tools, and supports Nintendo developers. Before Nintendo, Steve worked primarily as an AI engineer at several Seattle start-ups including Gas Powered Games,WizBang Software Productions, and Surreal Software. He managed and edited the AI Game Programming Wisdom series of books, as well as the book Introduction to Game Development, and has over a dozen articles published in the Game Programming Gems series. He's spoken at the Game Developers Conference and moderates the AI roundtables. Steve teaches artificial intelligence at both the University of Washington Extension and at the DigiPen Institute of Technology. He earned a B.S. in computer engineering and an M.S. in computer science, both from the University of Washington.
Most helpful customer reviews
21 of 22 people found the following review helpful.
A fantastic "a la carte" tool kit
By Dave Mark
Being in the game development business, I am always on the lookout for new and different tricks, techniques and strategies. When most programmers go to the lectures, panels and roundtables at the Game Developers Conference, we are looking to pick up this same sort of material... we share ideas and approaches - but rarely get the chance to get down to the code details to make it easy for us to implement those ideas into our own work. This book makes that possible.
Along the lines of the other "Gems" series of books, this collection is filled with ACTUAL techniques and code chunks that are used by some of the top professionals in the industry. Just flipping through the list of the contributors to the book is like going around the room at one of the AI roundtables at the GDC... in fact, Steve Woodcock and Neil Kirby are 2 of the "3 AI guys" that RUN those roundtables! (The 3rd being Eric Dybsand who has contributed to the "Gems" series but not this title.)
Many books on game development are informative. This one is actually USEFULL. I have personally adopted Steve Rabin's source code from the section "Implementing a State Machine Language" into my own game and it has saved me many hours of development and improved the readability and understandability of my code for the rest of the team. Just that section alone has netted at least a 1000:1 return on the cost of this book. Other sections have given me a different approach on how to handle the economic strategy layer that I could have come upon myself... but was able to implement a lot quicker than if I had done it myself. It was definately worth the price.
Are any of these sections worth the purchase price for YOU? I suppose that depends on how much you value you your time. Once you equate the cost of the book to the man hours you save, it's a no brainer!
10 of 11 people found the following review helpful.
Up to date coverage of all things AI. Highly recommended.
By Kam
Written in the same format as the Game Programming Gems books this book should be the first thing you buy if you're serious about AI. Well written and edited by some of today's most knowledgable AI programmers the topics covered include path planning, race AI, team tactics, finite state machines, scripting etc. The path planning section of the book alone is priceless. I did feel there may have been a little overlap with some of the AI sections in the Game Programming Gems books and one or two pearls of wisdom could have been expanded upon but other than that it was hard to fault the book. Therefore, get it! Read it! Treasure it!
0 of 0 people found the following review helpful.
Happy son
By Steve
My son loved it
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