AI Game Programming Wisdom (Hardcover)
暫譯: 人工智慧遊戲程式設計智慧 (精裝版)

Steve Rabin

  • 出版商: Charles River Media
  • 出版日期: 2002-04-03
  • 定價: $2,450
  • 售價: 8.0$1,960
  • 語言: 英文
  • 頁數: 704
  • 裝訂: Hardcover
  • ISBN: 1584500778
  • ISBN-13: 9781584500773
  • 相關分類: 人工智慧
  • 立即出貨(限量) (庫存=1)

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商品描述

Book Description
From Book News, Inc.
Approximately 70 articles by Artificial Intelligence (AI) programmers discuss the skills and concepts needed to apply AI to game programming. They cover basic concepts, techniques and specialized systems, pathfinding with A*, pathfinding and movement, tactical issues and intelligent group movement, game AI architecture, decision- making architecture, FPS, RTS, RPG AI, racing and sports AI, scripting, and learning. Sample code is provided. A companion CD- ROM contains demos, source code, high-resolution color images, and links for game development sites.Book News, Inc.R, Portland, OR


Book Description
AI is one of the most challenging tasks a programmer can undertake, and this unique collection of articles provides programmers with a much-needed resource for conquering the challenge. AI Game Programming Wisdom takes an inclusive view of AI that assumes game AI involves anything an AI programmer might have to program to make intelligent characters. So, everything from basic AI architectures and learning to pathfinding, scripting, and animation selection is covered. In addition, genre specific articles cover highly focused subjects within the FPS, RTS, RPG, Racing, and Sports genres.

Written by AI experts, the articles serve as a road map to what has worked successfully for others and what might be possible in the future. They delve deep into AI game programming issues and provide insightful new ideas and techniques that can be easily integrated into your own games. This virtual toolbox includes a wide variety of tools for solving many common AI problems as well as solutions to genre specific issues you might encounter.

The book is divided into eleven comprehensive sections covering: General Wisdom; Useful Techniques and Specialized Systems; Pathfinding with A*; Pathfinding and Movement; Tactical Issues and Intelligent Group Movement; Architecting a Game AI; Decision-Making Architecture, FPS, RTS, and RPG AI; Racing and Sport AI; Scripting; and Learning.

Whether you are just getting into the industry or are a seasoned pro, this is a must-have resource for you and your team!

KEY FEATURES

* Contains the generous knowledge and insights of over 45 industry experts

* Provides comprehensive coverage of all aspects of AI game programming

* Includes insightful articles on "Learning" in AI - the next big thing

* Includes ready-to-use ideas and code

* Provides skill enhancement for beginning/ intermediate programmers, and insightful new ideas for the pros

On The CD-ROM: (Windows/Windows NT) Material that augments many of the articles, including demos of techniques, source code from the articles in C++ primarily, with a few in C and Java. There are also high-resolution versions of the color images, and links to useful and interesting game development sites.

System Requirements: Intel Pentium-series, AMD Athlon or newer processor recommended. Windows 95 (32MB RAM), or Windows NT4 (64MB RAM) or later required, 3D graphics card recommended for optimal performance, and DirectX 8 or higher.

Contributors

Joseph C. Adzima Bob Alexander Thor Alexander Greg Alt Jonty Barnes Lee Berger Gari Biasillo Bruce Blumberg Mark Brockington Timothy Cain Phil Carlisle Alex J. Champandard Chris Charla Mike Christian Mark Darrah Chad Dawson Richard Evans John Hancock Vernon Harmon Dan Higgins Jason Hutchens Damian Isla Sandeep V. Kharkar Kristin King Neil Kirby Francois Dominic Laramee Lars Liden John Manslow James Matthews Alex W. McLean Mike Mika Fri Mommersteeg John O'Brien Jeff Orkin Marco Pinter Falko Poiker Steve Rabin John Reynolds Bob Scott Tom Scutt P.J. Snavely Noah Stein Smith Surasmith Paul Tozour William van der Sterren Tom Vykruta Steven Woodcock Michael Zarozinski

About the Author
Steve Rabin is a 10-year video game industry veteran working at Nintendo of America. He’s written AI for three published games and was a contributor to both Game Programming Gems 1 and 2. He also served as the AI section editor for Game Programming Gems 2, and has spoken on AI at the Game Developers Conference. He holds a degree in Computer Engineering from the University of Washington where he specialized in robotics, and resides in Redmond, Washington.

 

 
Table of Contents

Topics Covered: General AI Architectures, Micro Threads for Agents, State Machines, Fuzzy State Machines, Rule Based Systems, Level-of-Detail AI, Data-Driving AI, Scripting Language Issues, Designing Agent Personalities, Managing Goals/ Planning, Extensible AI-Bots, Trigger Systems, Influence Mapping, Tactical Assessment, A* Pathfinding, Formations, Flocking, Agent Cooperation, Squad Based Tactics, Expert Systems, Machine Learning, Fuzzy Logic, Genetic Algorithms, Neural Networks, Bayesian Networks industry.

商品描述(中文翻譯)

書籍描述
---
來自 Book News, Inc.
大約有 70 篇由人工智慧 (AI) 程式設計師撰寫的文章,討論將 AI 應用於遊戲程式設計所需的技能和概念。內容涵蓋基本概念、技術和專門系統、使用 A* 的路徑尋找、路徑尋找與移動、戰術問題與智能群體移動、遊戲 AI 架構、決策架構、FPS、RTS、RPG AI、賽車和體育 AI、腳本編寫及學習。提供範例程式碼。隨書附贈的 CD-ROM 包含演示、原始碼、高解析度彩色圖片及遊戲開發網站的連結。
Book News, Inc.R, Portland, OR

書籍描述
AI 是程式設計師可以承擔的最具挑戰性的任務之一,而這本獨特的文章集為程式設計師提供了克服挑戰所需的重要資源。《AI 遊戲程式設計智慧》對 AI 採取包容的觀點,認為遊戲 AI 涉及 AI 程式設計師可能需要編寫的任何內容,以使角色具備智能。因此,從基本的 AI 架構和學習到路徑尋找、腳本編寫和動畫選擇等內容均有涵蓋。此外,針對特定類型的文章涵蓋了 FPS、RTS、RPG、賽車和體育類型中的高度專注主題。

由 AI 專家撰寫的文章作為成功經驗的路線圖,探討了 AI 遊戲程式設計問題,並提供了可以輕鬆整合到您自己遊戲中的新想法和技術。這個虛擬工具箱包含各種解決許多常見 AI 問題的工具,以及針對您可能遇到的特定類型問題的解決方案。

本書分為十一個綜合部分,涵蓋:一般智慧;有用的技術和專門系統;使用 A* 的路徑尋找;路徑尋找與移動;戰術問題與智能群體移動;遊戲 AI 的架構;決策架構、FPS、RTS 和 RPG AI;賽車和體育 AI;腳本編寫;以及學習。

無論您是剛進入行業還是資深專業人士,這都是您和您的團隊必備的資源!

主要特點
* 包含超過 45 位行業專家的豐富知識和見解
* 提供 AI 遊戲程式設計各方面的全面覆蓋
* 包含關於 AI 中「學習」的深刻文章 - 下一個重大趨勢
* 包含可立即使用的想法和程式碼
* 為初學者/中級程式設計師提供技能提升,並為專業人士提供深刻的新想法

在 CD-ROM 上:(Windows/Windows NT) 增強許多文章的材料,包括技術演示、主要以 C++ 撰寫的文章原始碼,還有少量的 C 和 Java 程式碼。還有高解析度的彩色圖片版本,以及有用且有趣的遊戲開發網站的連結。

系統需求:建議使用 Intel Pentium 系列、AMD Athlon 或更新的處理器。需要 Windows 95 (32MB RAM) 或 Windows NT4 (64MB RAM) 或更高版本,建議使用 3D 顯示卡以獲得最佳性能,並需安裝 DirectX 8 或更高版本。

貢獻者
Joseph C. Adzima、Bob Alexander、Thor Alexander、Greg Alt、Jonty Barnes、Lee Berger、Gari Biasillo、Bruce Blumberg、Mark Brockington、Timothy Cain、Phil Carlisle、Alex J. Champandard、Chris Charla、Mike Christian、Mark Darrah、Chad Dawson、Richard Evans、John Hancock、Vernon Harmon、Dan Higgins、Jason Hutchens、Damian Isla、Sandeep V. Kharkar、Kristin King、Neil Kirby、Francois Dominic Laramee、Lars Liden、John Manslow、James Matthews、Alex W. McLean、Mike Mika、Fri Mommersteeg、John O'Brien、Jeff Orkin、Marco Pinter、Falko Poiker、Steve Rabin、John Reynolds、Bob Scott、Tom Scutt、P.J. Snavely、Noah Stein、Smith Surasmith、Paul Tozour、William van der Sterren、Tom Vykruta、Steven Woodcock、Michael Zarozinski

關於作者
Steve Rabin 是一位在美國任天堂工作了 10 年的電子遊戲產業老將。他為三款已發行的遊戲撰寫了 AI,並曾參與《遊戲程式設計寶石 1》和 2 的編寫。他還擔任《遊戲程式設計寶石 2》的 AI 部分編輯,並在遊戲開發者大會上發表過有關 AI 的演講。他擁有華盛頓大學的計算機工程學位,專攻機器人技術,現居於華盛頓州雷德蒙德。

目錄
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涵蓋主題:一般 AI 架構、代理的微線程、狀態機、模糊狀態機、基於規則的系統、細節層次 AI、數據驅動 AI、腳本語言問題、設計代理個性、管理目標/計劃、可擴展的 AI 機器人、觸發系統、影響映射、戰術評估、A* 路徑尋找、編隊、群聚、代理合作、基於小隊的戰術、專家系統、機器學習、模糊邏輯、遺傳算法、神經網絡、貝葉斯網絡。