Contents Preface Acknowledgments About the Cover Images Author Bios SECTION 1 GENERAL WISDOM Custom Tool Design for Game AI P.J. Snavely AI Game Programming Wisdom 3 AI Game Programming Wisdom W CD. Searlait 2. Loading. published · 1 edition. Approximately 70 articles by Artificial Intellige More 1 edition. AI Game Programming Wisdom 2 This volume is fille More.
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If the series has an order, add a number or other descriptor in parenthesis after the series title eg.
By default, it sorts by the number, or alphabetically if there is no number. If you want to force a particular order, use the character to divide the number and the descriptor.
So, " 0 prequel " sorts by 0 under the label "prequel. Series was designed to cover groups of books generally understood as such see Wikipedia: Like many concepts in the book world, "series" is a somewhat fluid and contested notion.
So, this series is less useful as a bibliographic source. The topics covered in the articles are usually short and written at a high-level, but nonetheless very interesting and worth further research.
And therein lies some of the frustration. It is often difficult to find ai game programming wisdom 1 information about a particular subject since most of the references simply refer to articles in other books in the series, which are themselves are rather vague.
CGF-AI - AI Game Programming Wisdom Contents
ai game programming wisdom 1 AI Game Programming Wisdom 2 is structured very much the same as the first book in the series.
The articles are broken into similar sections, with the addition of a new section on finite-state-machines and splitting the section on learning into two.
I thought that the series had exhausted discussion of finite-state machines, but the editors managed to include a couple of interesting articles.
The demand for more realistic AI behavior in character-based games in growing. And while a full simulation of emotions and human characteristics is unteneable, at the moment, there are some interesting ideas in the Learning section of the book e.
I can't say that this book is indispensible from an implementation perspective. Most of the articles are simply too vague - though there are notable exceptions throughout the entire series of books. Game AI Using the simplest techniques finite-state machines, decision trees, etc.
An incompetent player can easily miseducate the AI. ML techniques can be difficult to tune and tweak to achieve the desired results.
AI Game Programming Wisdom 2
Learning systems require a "fitness function" Some ML technologies are heinously difficult to modify, test, or debug. There are many genres where in-game learning just doesn't make much sense. In order to attain "context-dependent expertise," we must first become experts ourselves.