ISBN13: | 9781032033228 |
ISBN10: | 1032033223 |
Binding: | Paperback |
No. of pages: | 310 pages |
Size: | 234x156 mm |
Weight: | 503 g |
Language: | English |
Illustrations: | 348 Illustrations, color; 101 Line drawings, black & white; 247 Line drawings, color |
474 |
Operating systems and graphical user interfaces
Computer Graphics Softwares
Computer games
Arts in general
Further readings in games
Crosswords, puzzles
Game planning
Operating systems and graphical user interfaces (charity campaign)
Computer Graphics Softwares (charity campaign)
Computer games (charity campaign)
Arts in general (charity campaign)
Further readings in games (charity campaign)
Crosswords, puzzles (charity campaign)
Game planning (charity campaign)
Artificial Intelligence in Games
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This book covers all the necessary topics that a professional game AI programmer needs to know, from math and steering behaviours to terrain analysis, pathfinding, decision making. Written to be easily accessible, each topic is accompanied by an example game, where the reader can add their own code to see the effects their changes have.
This book covers all the necessary topics that a professional game AI programmer needs to know, from math and steering behaviours to terrain analysis, pathfinding and decision-making. Written to be easily accessible, each topic is accompanied by an example game that allows the reader to add their own code to see the effects their changes have.
Each chapter is split into two parts. The first part covers the necessary theory in a friendly, conversational manner, using visual examples and fictional game scenarios to give additional context. The second part is a coding tutorial in C
Chapter 1 Introduction
Chapter 2 Math
Chapter 3 Steering Behaviours
Chapter 4 Terrain Analysis
Chapter 5 Pathfinding
Chapter 6 Decision-Making
Chapter 7 Fuzzy Logic
Chapter 8 Chess AI
Chapter 9 Genetic Algorithms
Chapter 10 Neural Networks