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    Programming Game AI by Example Tapa blanda – 14 octubre 2004


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    Opciones de compra y complementos

    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.
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    Descripción del producto

    Biografía del autor

    Mat Buckland is a freelance programmer and writer. He became interested in AI when he coded Waddington's Monopoly for the ZX Spectrum way back in the '80s, and over the years his passion for making computers “think” has never faded. He is the author of the book AI Techniques for Game Programming and the founder of ai-junkie.com, a popular web site that specializes in AI tutorials. He is also a member of the AI Interface Standards Committee and co-hosts the AI round table at the European Game Developers Conference.

    Detalles del producto

    • Editorial ‏ : ‎ Wordware Publishing Inc.
    • Fecha de publicación ‏ : ‎ 14 octubre 2004
    • Edición ‏ : ‎ 1.
    • Idioma ‏ : ‎ Inglés
    • Longitud de impresión ‏ : ‎ 495 páginas
    • ISBN-10 ‏ : ‎ 1556220782
    • ISBN-13 ‏ : ‎ 978-1556220784
    • Peso del producto ‏ : ‎ 680 g
    • Dimensiones ‏ : ‎ 16.51 x 2.54 x 22.86 cm
    • Parte de la serie ‏ : ‎ Wordware Game Developer's Library
    • Opiniones de los clientes:

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    Opiniones de clientes

    4,6 de 5 estrellas
    158 calificaciones globales

    Principales reseñas de España

    Reseñas más importantes de otros países

    • cybereality
      5,0 de 5 estrellas A Stellar Book On All Accounts. A Must Have For AI Coders.
      Reseñado en Estados Unidos el 27 de agosto de 2015
      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.
    • pocketcitygame
      5,0 de 5 estrellas I thought this was a great book. Starts with simple concepts like state machines ...
      Reseñado en Canadá el 11 de mayo de 2017
      Formato: Tapa blandaCompra verificada
      I thought this was a great book. Starts with simple concepts like state machines and works its way up. This examples in this book also helped me with structuring code in general. A great introduction to game AI that should get any indie developer up to speed with implementing most the common AI patterns. This is one of the books I use as reference as I work on my latest indie city building game, Pocket City.
    • Anderson
      5,0 de 5 estrellas Livro sensacional
      Reseñado en Brasil el 17 de mayo de 2022
      Formato: Tapa blandaCompra verificada
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      Anderson
      5,0 de 5 estrellas
      Livro sensacional

      Reseñado en Brasil el 17 de mayo de 2022

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    • Sofia
      5,0 de 5 estrellas Awesome
      Reseñado en Australia el 15 de enero de 2024
      Formato: Tapa blandaCompra verificada
      The book save arrive and faster.This is why I need.thank you,you’re the best👍everything are awesome.very very recommended store.
      Imagen del cliente
      Sofia
      5,0 de 5 estrellas
      Awesome

      Reseñado en Australia el 15 de enero de 2024
      The book save arrive and faster.This is why I need.thank you,you’re the best👍everything are awesome.very very recommended store.
      Imágenes de esta reseña
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    • D.A
      5,0 de 5 estrellas I found it really useful for implementing steering behaviours
      Reseñado en el Reino Unido el 18 de diciembre de 2010
      Formato: Tapa blandaCompra verificada
      I think this is a great book. Clearly written and does not not assume any prior knowledge. I must say that I 've only used it
      for the implementation of steering behaviours until now so I can not comment on the rest. Also a minor disadvantage is that
      I do not have a way to compile the code on a mac (please let me know if I am wrong on that).