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(10 reviews)
Author: Ian Millington
ISBN : 0123747317
New from $63.93
Format: PDF
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Creating robust artificial intelligence is one of the greatest challenges for game developers, yet the commercial success of a game is often dependent upon the quality of the AI. In this book, Ian Millington brings extensive professional experience to the problem of improving the quality of AI in games. He describes numerous examples from real games and explores the underlying ideas through detailed case studies. He goes further to introduce many techniques little used by developers today. The book's associated web site contains a library of C++ source code and demonstration programs, and a complete commercial source code library of AI algorithms and techniques.
"Artificial Intelligence for Games - 2nd edition" will be highly useful to academics teaching courses on game AI, in that it includes exercises with each chapter. It will also include new and expanded coverage of the following: AI-oriented gameplay; Behavior driven AI; Casual games (puzzle games).
Download latest books on mediafire and other links compilation Free Artificial Intelligence for Games [Hardcover]
- Hardcover: 896 pages
- Publisher: CRC Press; 2 edition (August 6, 2009)
- Language: English
- ISBN-10: 0123747317
- ISBN-13: 978-0123747310
- Product Dimensions: 1.5 x 7.8 x 9.5 inches
- Shipping Weight: 3.7 pounds (View shipping rates and policies)
Free Artificial Intelligence for Games
Artificial Intelligence for Games by Ian Millington and John Funge covers lots of topics but is mainly designed to help the reader to master one element of game development which is artificial intelligence (AI). The book covers a wide range of techniques for game AI including detailed explanations of AI algorithms, their purpose and usage.
As I have learnt from this book, artificial intelligence is about making computers able to perform some thinking tasks that human and animals are capable of. This includes superhuman abilities in solving many arithmetic, sorting, searching and decision making problems. This book shows how it can be achieved revealing a range of techniques to the reader.
The book is split into five parts: introduction for AI in games, the substance of the AI (movement, pathfinding, decision making, tactical and strategic reasoning, learning), technologies and ways of implementation that enable the AI to do its job and finally designing game AI.
I think this book could be aimed at a wide range of readers but is most suitable for those looking for solid understanding of game AI and comprehensive reference to techniques used in top studios. The book helps to gain a deep and thorough view on modeling complex emotional states, triggers, and behaviors. To get the most from the book, you have to manage some time to read it and to understand its contents. If you need a quick AI solutions repository you should probably find another book related to a particular technology or computer language.
The book is associated with a website that contains a library of C++ source code covering the techniques found in the book. Hopefully the C++ code used in samples is relatively easy to read and includes many comments.
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