Artificial Intelligence for Games

Author:   Ian Millington (Gwent, UK) ,  Ian Millington (Gwent, UK) ,  John Funge (University of California Santa Cruz, CalifornIowa, USA)
Publisher:   Taylor & Francis Inc
Edition:   2nd New edition
ISBN:  

9780123747310


Pages:   872
Publication Date:   01 August 2009
Replaced By:   9781138483972
Format:   Hardback
Availability:   In Print   Availability explained
Limited stock is available. It will be ordered for you and shipped pending supplier's limited stock.

Our Price $197.87 Quantity:  
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Artificial Intelligence for Games


Overview

Creating robust artificial intelligence is one of the greatest challenges for game developers, yet the commercial success of a game is often dependent upon the quality of the AI. In this book, Ian Millington brings extensive professional experience to the problem of improving the quality of AI in games. 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 associated web site contains a library of C++ source code and demonstration programs, and a complete commercial source code library of AI algorithms and techniques. Artificial Intelligence for Games - 2nd edition will be highly useful to academics teaching courses on game AI, in that it includes exercises with each chapter. It will also include new and expanded coverage of the following: AI-oriented gameplay; Behavior driven AI; Casual games (puzzle games). Key Features * The first comprehensive, professional tutorial and reference to implement true AI in games written by an engineer with extensive industry experience. * Walks through the entire development process from beginning to end. * Includes examples from over 100 real games, 10 in-depth case studies, and web site with sample code.

Full Product Details

Author:   Ian Millington (Gwent, UK) ,  Ian Millington (Gwent, UK) ,  John Funge (University of California Santa Cruz, CalifornIowa, USA)
Publisher:   Taylor & Francis Inc
Imprint:   Focal Press US
Edition:   2nd New edition
Dimensions:   Width: 19.00cm , Height: 3.80cm , Length: 23.40cm
Weight:   1.588kg
ISBN:  

9780123747310


ISBN 10:   0123747317
Pages:   872
Publication Date:   01 August 2009
Audience:   Professional and scholarly ,  Professional & Vocational
Replaced By:   9781138483972
Format:   Hardback
Publisher's Status:   Out of Stock Indefinitely
Availability:   In Print   Availability explained
Limited stock is available. It will be ordered for you and shipped pending supplier's limited stock.

Table of Contents

Reviews

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 <br> 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 <br> 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 <br> 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


Author Information

Ian Millington is a partner of IPR Ventures, a consulting company developing next-generation AI technologies for entertainment, modeling, and simulation. Previously he founded Mindlathe Ltd, the largest specialist AI middleware company in computer games, working with on a huge range of game genres and technologies. He has a long background in AI, including PhD research in complexity theory and natural computing. He has published academic and professional papers and articles on topics ranging from paleontology to hypertext.

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