- Gebundene Ausgabe: 734 Seiten
- Verlag: Cengage Learning; Auflage: Har/Cdr (8. April 2006)
- Sprache: Englisch
- ISBN-10: 1584504579
- ISBN-13: 978-1584504573
- Größe und/oder Gewicht: 19,7 x 4,4 x 24,8 cm
- Durchschnittliche Kundenbewertung: 3 Kundenrezensionen
- Amazon Bestseller-Rang: Nr. 373.613 in Fremdsprachige Bücher (Siehe Top 100 in Fremdsprachige Bücher)
- Komplettes Inhaltsverzeichnis ansehen
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AI Game Programming Wisdom 3 (Game Development Series) (Englisch) Gebundene Ausgabe – 8. April 2006
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Preface Acknowledgments About the Cover Image Contributor Bios SECTION 1 GENERAL WISDOM 1.1 Custom Tool Design for Game AI; 1.2 Using STL and Patterns for Game AI; 1.3 Declarative AI Design for Games-Considerations for MMOGs; 1.4 Designing for Emergence; 1.5 Fun Game AI Design for Beginners; 1.6 Strategies for Multiprocessor AI; 1.7 Academic AI Research and Relations with the Game Industry; 1.8 Writing AI as Sport SECTION 2 PATHFINDING 2.1 Cooperative Pathfinding; 2.2 Improving on Near-Optimality: More Techniques for Building Navigation Meshes; 2.3 Smoothing a Navigation Mesh Path; 2.4 Preprocessed Pathfinding Using the GPU SECTION 3 MOVEMENT 3.1 Flow Fields for Movement and Obstacle Avoidance; 3.2 Autonomous Camera Control with Constraint Satisfaction Methods; 3.3 Insect AI 2: Implementation Strategies; 3.4 Intelligent Steering Using Adaptive PID Controllers; 3.5 Fast, Neat, and Under Control: Arbitrating Between Steering Behaviors; 3.6 Real-Time Crowd Simulation Using AI.implant; SECTION 4 ARCHITECTURE 4.1 Flexible Object-Composition Architecture; 4.2 A Goal-Based, Multitasking Agent Architecture; 4.3 Orwellian State Machines; 4.4 A Flexible AI System through Behavior Compositing; 4.5 Goal Trees; 4.6 A Unified Architecture for Goal Planning and Navigation; 4.7 Prioritizing Actions in a Goal-Based RTS AI; 4.8 Extending Simple Weighted-Sum Systems; 4.9 AI Waterfall: Populating Large Worlds Using Limited Resources; 4.10 An Introduction to Behavior-Based Systems for Games; 4.11 Simulating a Plan SECTION 5 TACTICS AND PLANNING 5.1 Probabilistic Target Tracking and Search Using Occupancy Maps; 5.2 Dynamic Tactical Position Evaluation; 5.3 Finding Cover in Dynamic Environments; 5.4 Coordinating Teams of Bots with Hierarchical Task Network Planning SECTION 6 GENRE SPECIFIC 6.1 Training Digital Monsters to Fight in the Real World; 6.2 The Suffering: Game AI Lessons Learned; 6.3 Environmental Awareness in Game Agents; 6.4 Fast and Accurate Gesture Recognition for Character Control; 6.5 Being a Better Buddy: Interpreting the Player's Behavior; 6.6 Ant Colony Organization for MMORPG and RTS Creature Resource Gathering; 6.7 RTS Citizen Unit AI; 6.8 A Combat Flight Simulation AI Framework SECTION 7 SCRIPTING AND DIALOG 7.1 Opinion Systems; 7.2 An Analysis of Far Cry Instincts' Anchor System; 7.3 Creating a Visual Scripting System; 7.4 Intelligent Story Direction in the Interactive Drama Architecture SECTION 8 LEARNING AND ADAPTATION 8.1 Practical Algorithms for In-Game Learning; 8.2 A Brief Comparison of Machine Learning Methods; 8.3 Introduction to Hidden Markov Models; 8.4 Preference-Based Player Modeling; 8.5 Dynamic Scripting; 8.6 Encoding Schemes and Fitness Functions for Genetic Algorithms; 8.7 A New Look at Learning and Games; 8.8 Constructing Adaptive AI Using Knowledge-Based Neuroevolution About the CD-ROM Index
"AI Game Programming Wisdom 3" is the all new volume in this indispensable series. Packed with the insights of industry pros, the book provides new tricks, techniques, algorithms, architectures, and approaches to help you avoid redundancy and save valuable programming time. As with the previous volumes, this book is designed to provide practical advice for building state-of-the-art game AI for the games of today and tomorrow. In this volume, section editors have also been added to lend their expertise and add their insights to the techniques covered. "AI Game Programming Wisdom 3" provides advances, discoveries, and techniques that will affect the direction and use of game AI for the next generation of games. The breadth of experience and diverse backgrounds of the authors make this a truly global, cross-sectional resource for game AI. Volume 3 is divided into eight comprehensive sections, and a cumulative index is included for easy cross referencing between all three volumes. The book also includes a CD-ROM (Win) with material to augment the articles, including source code and demos, along with related articles, tutorials, Web resources, and color images."The AI Game Programming Wisdom" series is a remarkable collection that no game AI programmer should be without! Alle Produktbeschreibungen
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Daher schliesse ich mich der bestehenden Bewertung an. Diese Zusammenfassung von Artikeln über Game AI ist ein herausragendes Buch, wenn man in dem Thema interessiert ist. Es ist gut strukturiert und in verschiedene Themengebiete aufgeteilt und deckt dabei viele Bereiche ab.
Die Artikel stammen allesamt von diversen Autoren aus der Praxis und zeigen einem Insiderwissen, KnowHow und Tricks, wie sie in aktuellen Spielen verwendet werden. Es handelt sich also um State of the Art Informationen. Ebenso ist es schön, dass die Artikel von verschiedenen Autoren aus verschiedenen Firmen stammen, so hat man nicht nur eine Sichtweise, sondern vielseitige Einblicke.
Die meisten Codebeispiele sind in C oder C++. Aber es sind nicht wirklich viele Quelltexte, die vorhandenen sind gut formatiert und einfach zu lesen, man muss kein C können um sie zu verstehen.
Aber man sollte englisch können, denn auch wenn die Artikel nicht zu wissenschaftlich sind gibt es doch viele Stellen, wo man mit mässigen Englischkenntnissen nicht alles begreifen wird.
Ich kann nur jedem dieses Buch empfehlen, der mit Game AI zu tun hat oder haben will.
I can't rate this book from the standpoint of an AI guru but I can imagine that the coverage of the various techniques would appeal to all experience levels. Good advice is good advice - it's just that the more experienced developer would probably be able to run with it more than a newbie would.
It isn't an exhaustive reference to AI in games but it wasn't meant to be as far as I can tell. This is more along the lines of the Gems series - but there are heaps of references at the end of each article that allow you to dig deeper where necessary.
Some articles were beyond my current level and even the more approchable ones discussed some things new. That just means this is a book you can grow into as well as one that you use to pick up valuable info immediately.
The CD is "handy" but not a godsend - there are some good code listings and electronic versions of the colour plates used in the book (I'm not sure what that is good for except maybe seeing debug screen text more clearly ??) but that's it. Visual C++ based, but code is code after all.
Bottom line - excellent collection of valuable tips and techniques for both new and old AI developers - definitely aimed at the more experienced but still extremely worthwhile for the inexperienced as a view of a large field distilled into articles of clear and concise information.
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AI Game Programming Wisdom 2 is structured very much the same as the first book in the series. The articles are broken into similar sections, with the addition of a new section on finite-state-machines and splitting the section on learning into two. Having already covered the A* algorithm, its various optimizations, and navigation meshes in the previous books those topics are virtually absent here (though they may be buried as a secondary topic in some of the path-finding articles). I thought that the series had exhausted discussion of finite-state machines, but the editors managed to include a couple of interesting articles. The demand for more realistic AI behavior in character-based games in growing. And while a full simulation of emotions and human characteristics is unteneable, at the moment, there are some interesting ideas in the Learning section of the book e.g. "Motivational Graphs: A New Architecture for Complex Behavior Simulation.".
I can't say that this book is indispensible from an implementation perspective. Most of the articles are simply too vague - though there are notable exceptions throughout the entire series of books. What I found most useful in these articles was that they stimulated thought and helped to generate discussion among the programmers and designers at work.
Since what this book is isn't exactly obvious from the description, i figured i should explain it.
Like the first two volumes, this book is a collection of articles, generally 5-10 pages each. The book is roughly 800 pages long, so that's a lot of articles.
Each article is on a different topic and most are written by different people. A handful of authors wrote two articles, but realize that a *lot* of people contributed to this, and each is an expert in different areas, have different writing styles and represent different games.
i believe most of the authors are professional game AI developers who've worked on big name games. There are also articles by professors and game AI hobbyists (who shortly after writing in this series became professionals). Most write in a way you can understand, a few state things very simply, a few others use math and Greek letters and other things that give me headaches. The vast majority of articles are practical articles, not theory, and there's a fair number of examples (with code) given on the included CD.
Because the articles are small, they tend to be focused on a single topic such as navmesh generation, path smoothing or player prediction through n-gram analysis. Since there are so many, the topics cover all sorts of things, from camera movement systems to baseball games to squad FPS tactics to steering race cars to generating random numbers with a normal/Guassian distribution. My favorites are the ones where a developer discusses some bright idea he had for a game and how it backfired on him.
Given the sheer number of articles, it is almost guaranteed that you will find several articles that you don't like, several you don't understand, several you don't care abot and several you can't believe you lived without. If you're like me, you'll find one or two articles that are worth the purchase price of the book all by themselves.
I suppose i should mention that i wrote a couple of articles in this series (though not this volume), so i'm obviously biased, but this really is a very good series. i probably should give it a 5 but i don't like giving 5s and, besides, not every one of the ~100 articles was excellent, just a lot of them.
Now here's the important part: i teach a video game AI class and i don't use this book. Why? Because this is not a text book on how to write AI. It does not cover every topic a beginner needs to know to write a game. It does not build up a single example, walking you step by step through making a game. It most certainly dosn't teach you how to program. In many respects, this is a book written by professionals for professionals. It's a "tips and tricks" book. The assumption is that you know how to program or design a game. You don't have to be a genius to use this book, but it's not a cookbook or Dummies book either.
There are a lot of other books on AI, most of them all-in-one, how to write AI books. Personally, there's only one or two i'd recommend, and none i couldn't live without. But i really don't think i can stress enough just how valuable this particular series is.