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Game Development Essentials: Game Artificial Intelligence (Englisch) Taschenbuch – 14. Oktober 2007


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Produktinformation

  • Taschenbuch: 297 Seiten
  • Verlag: Delmar; Auflage: New. (14. Oktober 2007)
  • Sprache: Englisch
  • ISBN-10: 1418038571
  • ISBN-13: 978-1418038571
  • Größe und/oder Gewicht: 1,3 x 20,3 x 24,8 cm
  • Durchschnittliche Kundenbewertung: 3.0 von 5 Sternen  Alle Rezensionen anzeigen (1 Kundenrezension)
  • Amazon Bestseller-Rang: Nr. 687.823 in Fremdsprachige Bücher (Siehe Top 100 in Fremdsprachige Bücher)
  • Komplettes Inhaltsverzeichnis ansehen

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Produktbeschreibungen

Pressestimmen

Introduction Chapter 1: History of AI and Game AI, Game AI concepts. Chapter 2: Creating and Controlling Behaviors. Chapter 3: Path Finding and Path Following Chapter 4: Using a Hierarchy to Create Complex Behaviors Chapter 5: Controlling AI using Scripting Chapter 6: Rule Based Systems Chapter 7: Exposing the Intelligence to the Player Chapter 8: Advanced Path Finding Techniques Chapter 9: Putting the Pieces Together: Designing AI System, and Careers in Game AI.

Synopsis

Written by experts with years of gaming industry experience developing today's most popular games, "Game Development Essentials: Game Artificial Intelligence" provides an engaging introduction to real world game artificial intelligence techniques. With a clear, step-by-step approach, the book begins by covering artificial intelligence techniques that are relevant to the work of today's developers. This technical detail is then expanded through descriptions of how these techniques are actually used in games, as well as the specific issues that arise when using them. With a straightforward writing style, this book offers a guide to game artificial intelligence that is clear, relevant, and updated to reflect the most current technology and trends in the industry.

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Format: Taschenbuch Verifizierter Kauf
This is a book aimed at educating students, providing them with the "essentials" in game AI. Hence, the main question is, does the book achieve this?

Briefly put: (1) The book provides very instructive examples of how different game AI techniques can be (or are) deployed. However, (2) it provides too little in-depth discussions of the actual techniques. The discussion of different types of specification or programming is superficial, discussions of formal constructs occasionally lack proper definitions of terms, and there is little or no in-text reference to other work. The book does provide a literature list, but this is a rather eclectic collection (ranging from child psychology to story-telling, from Jungian symbols to game design -- but little or no AI work). Finally, (3) the book is not up-to-date: Most importantly, it lacks any discussion of behaviour trees.

If one were to use this book in class, I would definitely recommend to complement it with more in-depth discussion on algorithms, using material from "classical AI" and robotics, and on programming languages (at least to make the difference between compiled and interpreted languages clear ...).
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6 von 7 Kunden fanden die folgende Rezension hilfreich
Waste of money 3. April 2013
Von MilitaryMan - Veröffentlicht auf Amazon.com
Format: Taschenbuch Verifizierter Kauf
I am very disappointed with this book. I wanted to learn more about wargaming AI and I thought this book would be perfect. Unfortunately, this book is next to useless. The types of advice you are given in this book are "Creating AI that appears intelligent is important when building game AI" and "Each game has different AI requirements" and "Once the game design takes shape, the AI behaviors can be specified, and the AI system designed". You'd forgive the authors for stating such obvious statements in the first chapter, but those quotes were taken from chapters 8 and 9 of a 9-chapter book! The book is almost entirely fluff. I've never programmed gaming AI and I could've written nearly everything in the book (except the pathfinding section - and even that was disappointing) There's just nothing in this book that is concrete about AI programming...just many statements about how "a scripting language can be customized to do specific operations necessary or useful in the game". Well, of course it can. Even the pseudo code is useless. It has code such as this: if (enemy.withindistance) then { attack }. The CD was also overly simplistic with different programs showing a stick man moving towards a coin. I could've gotten better gaming AI advice from a "tic-tac-toe playing" chicken.

Again, overall, a complete waste of money.
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