Tuesday, October 05, 2004

Book Release: AI Game Engine Programming

AI means something slightly different to game programmers than to computer science researchers. In general, it seems like game programmers have a broader, less sophisticated, but more practical approach to AI programming -- anything that you need to know to program an AI, either a sophisticated opponent in a strategy game or a NPC in a first person shooter, or even a realistic car driving down the road. I plan to read some books in this area soon, since I'm just generally interested in this topic. This link isn't a recommendation for this particular book -- it's just a new release in this area. Sometime soon, I'll post a survey of the books out in this area and pick a few to actually read and review.

This book in particular tries to be a general survey, here's a bit from the publisher:

AI Game Engine Programming provides game developers with the tools and wisdom necessary to create modern game AI engines. It takes programmers from theory to actual game development, with usable code frameworks designed to go beyond merely detailing how a technique might be used. In addition, it surveys the capabilities of the different techniques used. In addition, it surveys the capabilities of the different techniques used in some current AI engines, and covers common pitfalls, design considerations, and optimizations. If you're having difficulty determining which techniques to use, or looking for working code best suited to a particular game, you'll find the answers here.

Link: http://www.amazon.com/exec/obidos/tg/detail/-/1584503440/qid=1097000700/sr=1-85/ref=sr_1_85/103-8352963-9919842?v=glance&s=books

If, for some reason, you don't like to visit Amazon, you can find the publisher's site (with the same blurb that's on Amazon) at http://www.charlesriver.com/titles/aigameengine.html

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