am 28. November 2012
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 ...).