TY - BOOK AU - Millington,Ian TI - Artificial intelligence for games T2 - The Morgan Kaufmann series in interactive 3D technology SN - 0124977820 AV - QA76.76.C672 M549 2006 U1 - 794.81526 22 PY - 2006///] CY - Amsterdam, Boston PB - Elsevier KW - Computer games KW - Programming KW - Computer animation KW - Artificial intelligence N1 - Accompanied by: 1 computer disc (CD-ROM); Includes bibliographical references and index; Pt. I; AI and games --; Ch. 1; Introduction --; Ch. 2; Game AI --; Pt. II; Techniques --; Ch. 3; Movement --; Ch. 4; Pathfinding --; Ch. 5; Decision making --; Ch. 6; Tactical and strategic AI --; Ch. 7; Learning --; Ch. 8; Board games --; Pt. III; Supporting technologies --; Ch. 9; Execution management --; Ch. 10; World interfacing --; Ch. 11; Tools and content creation --; Pt. IV; Designing game AI --; Ch. 12; Designing game AI --; Ch. 13; AI-based game genres N2 - "Creating robust artificial intelligence is one of the greatest challenges for game developers. The commercial success of a game is often dependent upon the quality of the AI, yet the engineering of AI is often begun late in the development process and is frequently misunderstood. In this book, Ian Millington brings extensive professional experience to the problem of improving the quality of AI in games. A game developer since 1987, he was founder of Mindlathe Ltd., at the time the largest specialist AI company in gaming. Ian shows how to think about AI as an integral part of game play. 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 CD-ROM contains a library of C++ source code and demonstration programs, and provides access to a website with a complete commercial source code library of AI algorithms and techniques.* A comprehensive, professional tutorial and reference to implement true AI in games.* Walks through the entire development process from beginning to end.* Includes over 100 pseudo code examples of techniques used in commercial games, case studies for all major genres, a CD-ROM and companion website with extensive C++ source code implementations for Windows, and source code libraries for Linux and OS X available through the website."--Publisher description ER -