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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.
Kurzbeschreibung
This ALL NEW volume in the AI Game Programming Wisdom series is filled with over sixty new, ready-to-use expert techniques, ideas, and solutions for game developers. Each article delves deep into key AI game programming issues and provides insightful new ideas and techniques that can be easily integrated into your own games.<P>Everything from general AI architectures, rule based systems, level-of-detail AI and scripting language issues, to expert systems, fuzzy logic, neural networks, and genetic algorithms is thoroughly covered. If you're a game programmer (AI/logic, front-end, user interface, tools, graphics, etc.) this comprehensive resource will help you take your skills and knowledge to the next level. This second volume in the popular series is a must-have resource for any game programmer.<P>KEY FEATURES<BR>* Provides an All New collection of AI tools and techniques for game programmers<BR>* Contains comprehensive coverage of all aspects of AI programming<BR>* Covers cutting-edge topics in turn-based AI, adaptive AI, and a variety of genre specific issues<BR>* Includes ready-to-use ideas and code that can be used immediately<BR>* Provides skill enhancement for beginning/intermediate programmers, and insightful new ideas from the pros<BR>* Includes a companion CD-ROM with all the source code for easy implementation
Synopsis
This volume is filled with over 60 ready-to-use expert techniques, ideas and solutions for game developers. Each article delves deep into key AI game programming issues and provides ideas and techniques that can be easily integrated into your own games. Everything from general AI architectures, rule-based systems, level-of-detail AI and scripting language issues to expert systems, fuzzy logic, neural networks and genetic algorithms is covered.