- Taschenbuch: 390 Seiten
- Verlag: O'Reilly and Associates; Auflage: 1 (6. August 2004)
- Sprache: Englisch
- ISBN-10: 0596005555
- ISBN-13: 978-0596005559
- Größe und/oder Gewicht: 17,8 x 2,5 x 23,3 cm
- Durchschnittliche Kundenbewertung: 4 Kundenrezensionen
- Amazon Bestseller-Rang: Nr. 325.627 in Fremdsprachige Bücher (Siehe Top 100 in Fremdsprachige Bücher)
AI for Game Developers (Classique Us) (Englisch) Taschenbuch – 6. August 2004
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Advances in 3D visualization and physics-based simulation technology make it possible for game developers to create compelling, visually immersive gaming environments that were only dreamed of years ago. But today's game players have grown in sophistication along with the games they play. It's no longer enough to wow your players with dazzling graphics; the next step in creating even more immersive games is improved artificial intelligence, or AI. Fortunately, advanced AI game techniques are within the grasp of every game developer--not just those who dedicate their careers to AI. If you're new to game programming or if you're an experienced game programmer who needs to get up to speed quickly on AI techniques, you'll find AI for Game Developers to be the perfect starting point for understanding and applying AI techniques to your games. Written for the novice AI programmer, AI for Game Developers introduces you to techniques such as finite state machines, fuzzy logic, neural networks, and many others, in straightforward, easy-to-understand language, supported with code samples throughout the entire book (written in C/C++).From basic techniques such as chasing and evading, pattern movement, and flocking to genetic algorithms, the book presents a mix of deterministic (traditional) and non-deterministic (newer) AI techniques aimed squarely at beginners AI developers. Other topics covered in the book include: Potential function based movements: a technique that handles chasing, evading swarming, and collision avoidance simultaneously; Basic pathfinding and waypoints, including an entire chapter devoted to the A* pathfinding algorithm; AI scripting; Rule-based AI: learn about variants other than fuzzy logic and finite state machines; Basic probability; Bayesian techniques Unlike other books on the subject, AI for Game Developers doesn't attempt to cover every aspect of game AI, but to provide you with usable, advanced techniques you can apply to your games right now. If you've wanted to use AI to extend the play-life of your games, make them more challenging, and most importantly, make them more fun, then this book is for you.
Über den Autor und weitere Mitwirkende
As a naval architect and marine engineer, David M. Bourg performs computer simulations and develops analysis tools that measure such things as hovercraft performance and the effect of waves on the motion of ships and boats. He teaches at the college level in the areas of ship design, construction and analysis. On occasion, David also lectures at high schools on topics such as naval architecture and software development. In addition to David's practical engineering background, he's professionally involved in computer game development and consulting through his company, Crescent Vision Interactive. Current projects include a massively multiplayer online role-playing game, several Java-based multiplayer games, and the porting of Hasbro's "Breakout" to the Macintosh.
Glenn Seemann is a veteran game programmer with over a dozen games to his credit, for Mac and Windows systems. He's a co-founder with David Bourg of Crescent Vision Interactive, a game development company specializing in cross-platform games.
Grundlegende Techniken wie Jagen und Weglaufen hat man aus dem Buch schnell nachimplementiert. Die verschiedenen AI-Ansätze sind gut gegliedert. Die Sprache ist klar und verständlich.
Die Beispiele auf der Homepage sind OK. Leider sind sie entweder für PC oder für Mac (kapitelabhängig) und nicht allesamt für beide Plattformen. Der A*-Algorithmus wird nur an einem grafischen Beispiel theoretisch durchlaufen, den Quellcode musste ich mir dann selbst schreiben. Dass kein Quellcode vom A* dabei war, begründet den einen Stern Abzug, der hätte einfach in das Buch mit rein gehört.
Ansonsten würde ich "AI for Game Developers" an Leser, die noch keine Ahnung von AI (aber von z.B. C++) haben, weiter empfehlen. Insbesondere wenn man schon eine kleine Anwendung hat, in die man die Funktionalität dann direkt einbauen kann, hat man immer wieder kleine Erfolgserlebnisse, welche die Motivation zum Weitermachen aufrecht erhalten.
Für den professionellen Einsatz würde ich mir "Programming Game AI by Example" oder die "AI Game Programming Wisdom"-Reihe mal anschauen.
Alles in allem umfasst das Buch ein weites Feld an nützlichen Techniken immer anhand von Code Beispielen.
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The movement section covers intercepting and following, pathfinding provides a lot of good practical information on problems and algorithms to solve them, and the decision making section provides a good introduction to genetic algorithms, neural nets and fuzzy logic, topics which are hard to study abstractly on one's own time (at least for me.)
There are lots of code examples, and the math is accessible to anyone who at least suffered through high school calculus, regardless of whether any useful memory remains :). The intent of the code is explained after the code snippets, which is an excellent and thoughtful addition to such a book, since so many authors write code snippets, and force the reader to thoroughly understand them in order not to miss important points in the work, even though the reader may have no intention of ever actually implementing that code, and as a result, would rather not laboriously dissect tens or hundreds of code snippets in order to understand the full work.
My first issue is that some of the code seems just a little too complex for a beginner. While I respect the features hes trying to put in, it can clutter up the main point of what is happening, and makes learning the basic principles harder.
It seem the writter assumes you read his other book 'Physics for game programer' since he refers to it several times.Download the sample code for the book and you will see what I mean.
Then there is no discussion of the graphic package being used. I tried to do the stuff with GDI+ and ended up switching to DirectX because the flickering was so bad. Some discussion on setting up a test and development enviroment to run these projects on would have been helpful.
Oh and it was written in C+. Okay, no big deal, but a warning would have been nice. I can handle C+, but I do my work now in C#. Since it was written in an OO language, a little back ground on system design would have been helpful too.
Asking too much? While the info there is good, there are a lot of obstacles for a 'beginner' to handle. I'm motivated though, and bought his phyiscs book just to see if it helps out any.
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