- Gebundene Ausgabe: 1000 Seiten
- Verlag: Elsevier Ltd, Oxford; Auflage: Har/DVD (19. August 2005)
- Sprache: Englisch
- ISBN-10: 0124977820
- ISBN-13: 978-0124977822
- Größe und/oder Gewicht: 19,7 x 3,8 x 24,1 cm
- Durchschnittliche Kundenbewertung: 1 Kundenrezension
- Amazon Bestseller-Rang: Nr. 2.116.652 in Fremdsprachige Bücher (Siehe Top 100 in Fremdsprachige Bücher)
- Komplettes Inhaltsverzeichnis ansehen
Artificial Intelligence for Games. With CD-ROM. (Morgan Kaufmann Series in Interactive 3D Technology) (Englisch) Gebundene Ausgabe – 19. August 2005
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"Ian Millington crosses the boundary between academic and professional game AI with his book Artificial Intelligence for Games. Most books either lack academic rigor or are rigorous with algorithms that won't work under the CPU constraints imposed by modern games. This book walks a line between the two and does it well. It explains algorithms rigorously while also discussing appropriate implementation details such as scheduling AI over time and using the right data structures. I will be using this book for my Game AI course." -Jessica D. Bayliss, Ph.D., Rochester Institute of Technology "This is the first serious attempt to create a comprehensive reference for all game AI practices, terminology, and know-how. Works like this are badly needed by the maturing video games industry. Systematic yet accessible, it is a must-have for any student or professional." -Marcin Chady, Ph.D., Radical Entertainment "This book promises to be the closest I've seen to what is needed in the field. I would highly recommend it for people in the industry." -John Laird, University of Michigan "Ian Millington's book is a comprehensive reference to the most widely used techniques in game AI today. Any game developer working on AI will learn something from this book, and game producers should make sure their AI programmers have a copy." -Dr. Ian Lane Davis, Mad Doc Software
Creating robust artificial intelligence is one of the greatest challenges for game developers. The commercial success of a game is often dependent upon the quality of the AI, yet the engineering of AI is often begun late in the development process and is frequently misunderstood. In this book, Ian Millington brings extensive professional experience to the problem of improving the quality of AI in games. A game developer since 1987, he was founder of Mindlathe Ltd., at the time the largest specialist AI company in gaming. Ian shows how to think about AI as an integral part of game play. He describes numerous examples from real games and explores the underlying ideas through detailed case studies. He goes further to introduce many techniques little used by developers today. The book's CD-ROM contains a library of C++ source code and demonstration programs, and provides access to a website with a complete commercial source code library of AI algorithms and techniques. It is a comprehensive, professional tutorial and reference to implement true AI in games. It walks through the entire development process from beginning to end.It includes over 100 pseudo code examples of techniques used in commercial games, case studies for all major genres, a CD-ROM and companion website with extensive C++ source code implementations for Windows, and source code libraries for Linux and OS X available through the website. Alle Produktbeschreibungen
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Diese Kopnzepte diskutiert der Autor relativ ausfühlich und bietet auch durchaus eingehende Beispiele, wie man das vorgestellte Konzept in die Tat umsetzen kann.
Neben den Konzepten der künstlichen Inteligenz geht er auch auf Datenstruckturen und deren Implementierung ein, die man gut für eine Spieleanwendung gebrauchen kann. Wobei ich die Code-Beispiele ehr als eine Möglichkeit sehe, über die man erst einmal nachdenken sollte bevor man sie in sein eigenens Programm übernimmt.
Ian Millington hat, wie ich finde, einen sehr angenehmen Schreibstiehl. Das Buch kann man fast wie einen Roman lesen. Es ist auch gut verständlich, wenn man "nur" das Schulenglisch als sprachliche Voraussetzung hat.
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This book contains excellent coverage of steering behaviors, navigation and path planning, behavior trees and state machines, and goal-oriented action planning. Essentially everything we needed for our current project. Following the descriptions and mentally working through the pseudo-code examples, I have been able to create relatively high-performance and flexible implementations of all of the aforementioned components in the C# programming language for use in the Unity game engine.
I've owned a few other books on artificial intelligence for games, and this one is the most detailed and practical of them all. I definitely recommend picking up this book for anyone with an interest in the subject.
The C++ source code provided with the book is excellent. While the examples are visually unexciting, they demonstrate the power of the book's principles without the clutter that a complete graphics game would require. I was able to compile and build all the examples on the CD in one evening. The code demonstrates many of the best practices of C++ programming and design patterns.
The author builds up a nice AI engine as you progress through the book. The C++ code from the CD (or web-site) is well commented and ties exactly into the pseudocode in the book.
Millington goes into considerable detail as he reveals the power of Artificial Intelligence for Games. He carefully explains each step including the math and physics required to carry out the execution. It is obvious that he has a great deal of experience in writing computer games. He shows you a clear solid way of doing things and then discussed the strengths and weaknesses by comparing it to other techniques and addressing possible optimizations.
To read and understand this book takes time and hard work. Artificial Intelligence is a large and complex topic in math and computer science programs. The author has brought many nuggets of wisdom from that branch of research and made them understandable and useful for game programmers. Not an easy job, but Millington is one of the best at explaining difficult concepts in a clear and straight forward way.
The other reviewer's that are knocking this book because of the code, don't know what they are talking about. The code is excellent and what makes this a 5-star pick.
The book covers:
And a break down of how a typical AI design is done in different types of games.
Just to give you a notion I am about 12 hours into this book. So I may add or change this as I get further along, but overall this is a must have book.
There are a few things that I personally don't like. One is no .exe are on the cd so everything has to be built. This is a new book, so maybe the author will build them and place them on his website. I would also like to see some solutions for Visual Studio on the cd. The author says several times he tries and makes the code as platform independent as possible, but It would be nice to have prebuilt .exe files at least so I can see the demo's in action.
Even when you get the provided movement algorithms to work the way the author probably intended, there are still issues that aren't considered. I won't get into too much detail but an example is the "Arrive" behavior. It doesn't work properly because the bot never arrives at it's target. There is nothing in the algorithm that actually decelerates the bot or nullifies the velocity. So you basically get a bot that wiggles back and forth on stationary targets.
The explanations are pretty straight foward, and I admit I haven't read the full book yet. I just think it's pretty unacceptable to publish something with so many errors in the pseudo-code.