O'Reilly book on AI for Computer Games

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wfzimmerman
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O'Reilly book on AI for Computer Games

Post by wfzimmerman »

Apropos of the AI, this is interesting ...

For Immediate Release
For more information, a review copy, cover art, or an interview with the authors, contact:
Kathryn Barrett (707) 827-7094 or kathrynb@oreilly.com

Chasing, Evading, Swarming, and More
O'Reilly Releases "AI for Game Developers"

Sebastopol, CA--From the ghosts in the classic arcade game Pac Man to the bots in the first-person shooter Unreal and many others in between, most games incorporate some form of artificial intelligence (AI). The definition of AI can vary broadly depending on whom you ask, but is often considered the ability of a computer or machine to exhibit behavior that
is typically thought to require intelligence. Some definitions go even
further, arguing that it's not enough to be able to reason and solve problems intelligently, but AI must also learn and adapt to be considered intelligence. AI that meets these requirements is termed "strong AI,"
contrasted with game AI, which is considered "weak AI."

As David M. Bourg and Glenn Seemann, authors of "AI for Game Developers"
(O'Reilly, US $39.95) note, "The bottom line is that the definition of game AI is rather broad and flexible. Anything that gives the illusion of intelligence to an appropriate level, thus making the game more immersive, challenging, and most importantly, fun, can be considered game AI." Like the use of real physics in games, the authors maintain, good AI adds to the overall experience of the game, drawing players in and suspending their reality for a time.

Indeed, today's game players have grown in sophistication, no longer wowed by dazzling and compelling 3D graphics that were only dreamed of years ago. Fortunately, advanced AI game techniques are within the grasp of every game developer--not just those who dedicate their careers to AI.
"AI for Game Developers" introduces novice game programmers and experienced programmers who are new to AI to a wide range of impressive game AI techniques such as finite state machines, fuzzy logic, and neural networks.

Written in straightforward, easy-to-understand language, and supported with code samples (written in C/C++) throughout, the book instructs readers in basic game behaviors, from chasing and evading, to pattern movement and flocking, to anticipating player moves. Readers are shown how to apply AI techniques to give their game characters believable intelligence by employing a mix of deterministic (traditional) and non-deterministic (newer) AI techniques aimed squarely at beginning AI developers.

Other topics covered in the book include:

-Handling chasing, evading, swarming, and obstacle avoidance using a single technique based on potential functions -Solving pathfinding problems using several techniques, including waypoints and the venerable A* algorithm -Extending a game's underlying AI and exposing the AI engine to designers and players using AI scripting -Giving your game characters reasoning capabilities with rule-based AI, including fuzzy logic and finite state machines -Dealing with uncertainty by applying basic probability and advanced techniques such as Bayesian inference

Most books about game AI are geared toward experienced AI programmers and focus on relatively specific and advanced topics, effectively placing sophisticated AI techniques out of the reach of programmers who may not have the time or resources to dedicate themselves to tackling this vast field of study. But those who are new to game programming or experienced game programmers who need to get up to speed quickly on AI techniques will find "AI for Game Developers" to be the perfect starting point for understanding and applying AI techniques to their games.

Additional Resources:

For more information about the book, including table of contents, index, author bios, and samples, see:
http://www.oreilly.com/catalog/ai/index.html

For a cover graphic in JPEG format, go to:
ftp://ftp.ora.com/pub/graphics/book_cov ... 005555.jpg

AI for Game Developers
David M. Bourg, Glenn Seemann
ISBN 0-596-00555-5, 371 pages, $39.95 US, $57.95 CA order@oreilly.com
1-800-998-9938
1-707-827-7000
http://www.oreilly.com
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Neilster
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RE: O'Reilly book on AI for Computer Games

Post by Neilster »

This is the editorial review at Amazon.

"Advances in 3D visualization and physics-based simulation technology make it possible for game developers to create compelling, visually immersive gaming environments that were only dreamed of years ago. But today's game players have grown in sophistication along with the games they play. It's no longer enough to wow your players with dazzling graphics; the next step in creating even more immersive games is improved artificial intelligence, or AI.
Fortunately, advanced AI game techniques are within the grasp of every game developer--not just those who dedicate their careers to AI. If you're new to game programming or if you're an experienced game programmer who needs to get up to speed quickly on AI techniques, you'll find AI for Game Developers to be the perfect starting point for understanding and applying AI techniques to your games.

Written for the novice AI programmer, AI for Game Developers introduces you to techniques such as finite state machines, fuzzy logic, neural networks, and many others, in straightforward, easy-to-understand language, supported with code samples throughout the entire book (written in C/C++). From basic techniques such as chasing and evading, pattern movement, and flocking to genetic algorithms, the book presents a mix of deterministic (traditional) and non-deterministic (newer) AI techniques aimed squarely at beginners AI developers. Other topics covered in the book include: Potential function based movements: a technique that handles chasing, evading swarming, and collision avoidance simultaneously Basic pathfinding and waypoints, including an entire chapter devoted to the A* pathfinding algorithm AI scripting Rule-based AI: learn about variants other than fuzzy logic and finite state machines Basic probability Bayesian techniques Unlike other books on the subject, AI for Game Developers doesn't attempt to cover every aspect of game AI, but to provide you with usable, advanced techniques you can apply to your games right now. If you've wanted to use AI to extend the play-life of your games, make them more challenging, and most importantly, make them more fun, then this book is for you."

But then it got 1 out of 5 from this guy...

No, no, no! , August 20, 2004
Reviewer: Mr AI "aideveloper" (UK) - See all my reviews
Oh dear. This is a really poor book, and I'd advise you to save your money and buy something else.

Bourg's first book on game development (on Phyiscs) suffered poor reviews for being shallow, not presenting real-world techniques, and glossing over huge gaping problems in his approach. This book has all the same problems, and even more strongly in places.

Firstly he makes a big point of saying that the book is aimed at novice developers and he will cover only a few techniques designed to get you up and running. In his list, however, he has genetic algorithms, neural networks and production systems, all of which large AI teams for major developers find it very hard to get working usefully (e.g. finding an application suited for a GA in a game is just about impossible). His approaches are in places laughable.

Secondly he then lauds completely inappropriate algorithms. His steering system is based on potential functions, for example, and he proposes this because he says it allows you to mix several different movement concerns. This is completely disingenuous to his readers. The technique is very simple and useful only when several concerns are NOT blended together. When you mix things you ALWAYS get wells-of-attraction and your characters get stuck hopelessly. Just about ANY other technique would improve on this (and there's no use just saying 'do pathfinding' either: there's much more mileage in steering algorithms).

And the final thing that annoyed me was his approach all the way along of saying 'I'm only going to show you a few techniques'. Trying to make the selling point of the book that it doesn't cover anywhere near enough ground to get your AI up and running!

Just about every chapter had significant problems in it. His knowledge of the subject wouldn't pass a sophomore AI exam (I've taught AI courses at University: I'm not exaggerating). It is full of innaccuracies (e.g. he says 'new AI' is non-deterministic, while 'old AI' is deterministic - a moronic comment).

If you are a novice trying to get going in AI, this book will seriously harm you development. Try John Funge's new book, or the new Morgan Kauffman book (you'll have to wait a few months). Even reaching through the two AI Programming Wisdom will see you far better prepared for real development, despite the odd lemon of an article in them."

So, there you go.

Cheers
Neilster
Cheers, Neilster
meyerg
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RE: O'Reilly book on AI for Computer Games

Post by meyerg »

ditto Neilster
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