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Programming Game AI by Example Paperback – 14 October 2004

4.6 4.6 out of 5 stars 153 ratings
Edition: 1st

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Programming Game AI by Example provides a comprehensive and practical introduction to the "bread and butter" AI techniques used by the game development industry, leading the reader through the process of designing, programming, and implementing intelligent agents for action games using the C++ programming language. Techniques covered include state- and goal-based behavior, inter-agent communication, individual and group steering behaviors, team AI, graph theory, search, path planning and optimization, triggers, scripting, scripted finite state machines, perceptual modeling, goal evaluation, goal arbitration, and fuzzy logic.
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Product description

About the Author

Mat Buckland is the author of the best-selling AI Techniques for Game Programming (193184108X) from Course Technology. He has been developing and consulting in the AI game community for years and has published dozens of articles on AI principles. He runs the highly successful AI Junkies web site, and lives in London.

Product details

  • Publisher ‏ : ‎ Jones & Bartlett Learning; 1st edition (14 October 2004)
  • Language ‏ : ‎ English
  • Paperback ‏ : ‎ 495 pages
  • ISBN-10 ‏ : ‎ 1556220782
  • ISBN-13 ‏ : ‎ 978-1556220784
  • Dimensions ‏ : ‎ 16.51 x 2.54 x 22.86 cm
  • Customer Reviews:
    4.6 4.6 out of 5 stars 153 ratings

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4.6 out of 5 stars
4.6 out of 5
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Top review from Australia

Reviewed in Australia on 15 January 2024
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The book save arrive and faster.This is why I need.thank you,you’re the best👍everything are awesome.very very recommended store.
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Reviewed in Australia on 15 January 2024
The book save arrive and faster.This is why I need.thank you,you’re the best👍everything are awesome.very very recommended store.
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Anderson
5.0 out of 5 stars Livro sensacional
Reviewed in Brazil on 17 May 2022
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Anderson
5.0 out of 5 stars Livro sensacional
Reviewed in Brazil on 17 May 2022
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Jacopo Prendin
5.0 out of 5 stars A masterpiece
Reviewed in Italy on 25 November 2023
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Just for its chapter of fuzzy logic this volume deserves 5 stars.

Besides that, the lessons learned on Finite-State-Machines and graphs are great and find applications outside the realm of video games.

Definitely a must-have volunteer for every software developer.
pocketcitygame
5.0 out of 5 stars I thought this was a great book. Starts with simple concepts like state machines ...
Reviewed in Canada on 11 May 2017
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I thought this was a great book. Starts with simple concepts like state machines and works its way up. This examples in this book also helped me with structuring code in general. A great introduction to game AI that should get any indie developer up to speed with implementing most the common AI patterns. This is one of the books I use as reference as I work on my latest indie city building game, Pocket City.
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Emilio Dazza
5.0 out of 5 stars Great introduction to AI and an exellent reference book
Reviewed in Spain on 31 August 2017
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The book is really comprehensive, even including a full chapter about mathematical and physical concepts before beggining with the code. All the code examples are well explained, and it's easy to apply them to whatever language you are coding on, if you are not usibg C++

Keep in mind that this book is intended for users that already know how the basics of programming, not the absolute begginers.
cybereality
5.0 out of 5 stars A Stellar Book On All Accounts. A Must Have For AI Coders.
Reviewed in the United States on 27 August 2015
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Programming Game AI By Example by Mat Buckland is one of those books that comes highly recommended and was one I had been meaning to read for a long time. In fact, I originally purchased the paperback in 2006 and never got around to reading it. The interesting part is that the book is still very much relevant today and is not dated in the least. Well now maybe some of the engines and middleware have this stuff built in, but the fundamentals I think I still important to understand.

The book starts with a quick primer on math and physics. The basics are explained, like Cartesian coordinates, trigonometry, vectors, coordinate spaces, and some physics. Like most people reading a book of this level, the beginning was a light refresher. However, I’m a big stickler for reading books from cover to cover with no skipping around, so I did not mind a short recap. Next Buckland gets into state-driven design and demonstrates a simple command-line app using the concepts. I found this approach successful, and it was able to show the concepts without complex 2D or 3D math getting in the way.

He followed up with autonomous moving agents, mostly based on steering behaviors. I was already somewhat familiar with steering behaviors, but I found the author’s description and code to be clear and concise and explained the concept better than I’ve seen before. He then applies the previous topics to a simple soccer game. This was a great next step, and really compiled the knowledge being taught into something concrete. In the next chapter, the author went into graphs; what they are, how to use them, and some popular algorithms link Dijkstra and A*. I always wanted to know what A* was, and this book explains it fairly well.

Buckland then devotes a section to cover scripting languages and why they are useful. In this case, he chose Lua (not a bad choice) and explains some basics about the language, how to interface it with C++, and creates a simple finite state machine. This chapter is helpful even if you’re not coding AI and just need a scripting language for your game or engine (provided you like Lua). In fact, a lot of the concepts in this book are generic enough that they can be applied to multiple fields of interest for game developers.

Next, the author creates a simple overhead game framework used in the subsequent examples. Using this framework he then shows practical path planning, goal driven agent behavior, and finishes up with fuzzy logic. Fuzzy logic is another one of those buzzwords that always intrigued me but I never really understood. Buckland concludes with a quite excellent explanation of the concept.

Overall I found this book to be stellar on all accounts. I feel that any game developer could gain insight from this text, even if they aren’t primarily working with AI programming. The scripting coverage could be used in many games, and the algorithms covered are generic enough to apply to different disciplines. While this is the first book I’ve read on AI, I really can’t imagine a better introduction. Highly recommended.
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