AI Techniques for Game Programming (Premier Press Game Development)
Author | : | |
Rating | : | 4.64 (772 Votes) |
Asin | : | 193184108X |
Format Type | : | paperback |
Number of Pages | : | 480 Pages |
Publish Date | : | 2016-11-19 |
Language | : | English |
DESCRIPTION:
. Buckland now works as a freelance programmer and AI consultant. He went on to work for a developer producing games fro Gremlin Software. He is the author of the ai-junkie web site (ai-junkie), which provides tutorials and advice on evolutionary algorithms. Mat Buckland studied Computer Science at London University,
After a whirlwind tour of Windows programming, readers will learn how to use genetic algorithms for optimization, path-finding, and evolving control sequences for their game agents. Coverage of neural network basics quickly advances to evolving neural motion controllers for their game agents and applying neural networks to obstacle avoidance and map exploration. Backpropagation and pattern recognition is also explained. Each chapter takes readers through the theory a step at a time, explaining clearly how they can incorporate each technique into their own games. By the end of the book, readers will know how to train a network to recognize mouse gestures and how to use state-of-the-art techniques for creating neural networks with dynamic topologies.. "AI Techniques for Game Programming" takes the difficult topics of genetic algorithms and neural networks and explains them in plain English. Gone are the tortuous mathematic equations and abstract examples to be found in other books
However, we would be fooling ourselves if we said that we are 'serious' people! Writing (and reading) a game programming book, should be an exciting adventure for both the author and the reader." Andre LaMothe, Series Editor . "Game programming is without a doubt the most intellectually challenging field of computer science in the world
A Customer said Perfect for me. I spent the majority of the time I was reading this book thinking "This is perfect!" Just about every other book of this general type that I have read assumes I know things I don't, is a lot thicker than it needs to be, is much too simple, or is really boring. I don't think the author of this book wasted any pages at all. Everything was put forth in a concise, easy to read tone, and whenever I came across something I hadn't seen before, it was explained in short order.. Not Even Dated in 2010-- Buy It! I know what you're thinking: Heck, a book published in the early 2000s with reviews in 2005 has to be pretty dated as we look at 2010 and beyond. Wrong! Sure, most AI programmers have moved past Win 32 with numerous new techniques in C++ and Java, and the author's subsequent book (Programming Game AI by Example Programming Game AI by Example) is outstanding in filling in details left out for beginning and intermediate programmers here. However, TGP has all the makings . Riccardo Audano said Perfect book for the AI newbie, don't miss it!. This book is a little jewel hidden in the usually trashy prima pressgame development series it gives a great, clear, non-formal introduction to genetic algorithms and neural networks in the context of game programming and gives you example code in good C++ (brainy aliens storming towards you, a genetic algorithm controlled lunar lander tanks that move around avoiding obstacles.) that actually works and is simple enough to be understandable for a newbie. The writing sty