The Book On Sports

Search Advanced SearchView Cart   Checkout   
 Location:  Home » All Sports Books » Games & Strategy Guides » AI Game Programming Wisdom 3 (Game Development Series)  
Categories
All Sports Books
Baseball
Football
Basketball
Golf
Soccer
Extreme Sports
Fantasy Sports
Gambling
Subcategories
Internet Games
Strategy Guides
Video Games
All Titles
Arts & Photography
Biographies & Memoirs
Business & Investing
Children's Books
Computers & Internet
Cooking, Food & Wine
Engineering
Entertainment
Gay & Lesbian
Home & Garden
Literature & Fiction
Medicine
Nonfiction
Outdoors & Nature
Parenting & Families
Professional
Reference
Religion & Spirituality
Science
Teens
Travel
For the best in golf writing, golf reviews, golf news and golf opinion, visit GolfBlogger

Books On Technology, Computers and the Internet

Discount Golf Equipment

Related Categories
• Games & Strategy Guides
Computers & Internet
Subjects
Books
• General
Algorithms
Programming
Computers & Internet
Subjects
• Genetic
Algorithms
Programming
Computers & Internet
Subjects
• General
Programming
Computers & Internet
Subjects
Books
• Game Programming
Programming
Computers & Internet
Subjects
Books
• General
Artificial Intelligence
Computer Science
Computers & Internet
Subjects
• Machine Learning
Artificial Intelligence
Computer Science
Computers & Internet
Subjects
• Neural Networks
Artificial Intelligence
Computer Science
Computers & Internet
Subjects
• Systems Analysis & Design
Computer Science
Computers & Internet
Subjects
Books
• General
Graphic Design
Computers & Internet
Subjects
Books
• General
Computers & Internet
Subjects
Books
• General
Puzzles & Games
Entertainment
Subjects
Books
• Video & Electronic Games
Puzzles & Games
Entertainment
Subjects
Books
• General
Sports
Subjects
Books
• Artificial Intelligence
Computer Science
New & Used Textbooks
Custom Stores
Specialty Stores
• Graphics & Visualization
Computer Science
New & Used Textbooks
Custom Stores
Specialty Stores
• Programming Languages
Computer Science
New & Used Textbooks
Custom Stores
Specialty Stores
• Qualifying Textbooks
Custom Stores
Specialty Stores
Books
• Hardcover
Binding (binding)
Refinements
Books
• Printed Books
Format (feature_browse-bin)
Refinements
Books

AI Game Programming Wisdom 3 (Game Development Series)

AI Game Programming Wisdom 3 (Game Development Series)

zoom enlarge 
Author: Steve Rabin
Publisher: Charles River Media
Category: Book

List Price: $69.95
Buy New: $43.09
You Save: $26.86 (38%)



New (29) Used (10) from $26.04

Avg. Customer Rating: 4.5 out of 5 stars 2 reviews
Sales Rank: 311762

Media: Hardcover
Edition: 1
Number Of Items: 1
Pages: 768
Shipping Weight (lbs): 3.4
Dimensions (in): 9.4 x 7.6 x 1.7

ISBN: 1584504579
Dewey Decimal Number: 784.81536
EAN: 9781584504573
ASIN: 1584504579

Publication Date: March 9, 2006
Availability: Usually ships in 1-2 business days
Shipping: International shipping available
Condition: Brand New, Perfect Condition, Please allow 4-14 business days for delivery. 100% Money Back Guarantee, Over 1,000,000 customers served.

Accessories:

  • AI Game Programming Wisdom 2 (Game Development Series)
  • AI Game Programming Wisdom (with CD-ROM) (Game Development Series)

Similar Items:

  • AI Game Programming Wisdom 2 (Game Development Series)
  • AI Game Programming Wisdom (with CD-ROM) (Game Development Series)
  • Game Programming Gems 6 (Book & CD-ROM) (Game Development Series)
  • AI Game Programming Wisdom 4 (AI Game Programming Wisdom (W/CD))
  • Game Programming Gems 7 (Game Programming Gems Series)

Editorial Reviews:

Product Description
AI Game Programming Wisdom 3 grants you an insider's look at cutting-edge AI techniques used by industry professionals in such games as Fable, Halo 2, and the Battlefield series. Successful commercial games like these require years of research and development in order to deliver exciting, new gameplay experiences. The wealth of knowledge gained through this hard work is invaluable and by sharing it, the 50+ authors in this book have generously given you the tools and techniques you need to build top tier games. In AI Game Programming Wisdom 3, you'll find an entirely new collection of exclusive tips, tricks, techniques, algorithms, and architectures that can't be found anywhere else. And as with previous volumes, the goal of this book is to offer useful, insightful, and clever ideas to help expand your own personal AI toolbox. New to this volume is the inclusion of longer and more detailed articles that allow for a more in-depth exploration of each topic. With this book, you'll be standing on the shoulders of game industry giants and taking advantage of their hard earned wisdom and insights. So take these techniques, build upon them, and lead the industry toward innovative gameplay and the next generation of games.


Customer Reviews:

4 out of 5 stars This is what the book is   November 8, 2007
 7 out of 7 found this review helpful

i'm surprised more people haven't reviewed this book (there's only 1 review at the time i write this). It's a really, really good book, i expected more reviews.

Since what this book is isn't exactly obvious from the description, i figured i should explain it.

Like the first two volumes, this book is a collection of articles, generally 5-10 pages each. The book is roughly 800 pages long, so that's a lot of articles.

Each article is on a different topic and most are written by different people. A handful of authors wrote two articles, but realize that a *lot* of people contributed to this, and each is an expert in different areas, have different writing styles and represent different games.

i believe most of the authors are professional game AI developers who've worked on big name games. There are also articles by professors and game AI hobbyists (who shortly after writing in this series became professionals). Most write in a way you can understand, a few state things very simply, a few others use math and Greek letters and other things that give me headaches. The vast majority of articles are practical articles, not theory, and there's a fair number of examples (with code) given on the included CD.

Because the articles are small, they tend to be focused on a single topic such as navmesh generation, path smoothing or player prediction through n-gram analysis. Since there are so many, the topics cover all sorts of things, from camera movement systems to baseball games to squad FPS tactics to steering race cars to generating random numbers with a normal/Guassian distribution. My favorites are the ones where a developer discusses some bright idea he had for a game and how it backfired on him.

Given the sheer number of articles, it is almost guaranteed that you will find several articles that you don't like, several you don't understand, several you don't care abot and several you can't believe you lived without. If you're like me, you'll find one or two articles that are worth the purchase price of the book all by themselves.

I suppose i should mention that i wrote a couple of articles in this series (though not this volume), so i'm obviously biased, but this really is a very good series. i probably should give it a 5 but i don't like giving 5s and, besides, not every one of the ~100 articles was excellent, just a lot of them.

Now here's the important part: i teach a video game AI class and i don't use this book. Why? Because this is not a text book on how to write AI. It does not cover every topic a beginner needs to know to write a game. It does not build up a single example, walking you step by step through making a game. It most certainly dosn't teach you how to program. In many respects, this is a book written by professionals for professionals. It's a "tips and tricks" book. The assumption is that you know how to program or design a game. You don't have to be a genius to use this book, but it's not a cookbook or Dummies book either.

There are a lot of other books on AI, most of them all-in-one, how to write AI books. Personally, there's only one or two i'd recommend, and none i couldn't live without. But i really don't think i can stress enough just how valuable this particular series is.



5 out of 5 stars The State of the Art as it Exists Today   March 30, 2006
 8 out of 46 found this review helpful

Computer gaming continues to grow at a very rapid rate. In fact much of the development of the new higher speed chips and of course the high performance video cards are being driven by the needs of the gaming people.

Computer gaming software also continues to grow, perhaps even faster than gaming itself. Because of the rapid state of software development, no one author could possibly keep up with all of the changes that are taking place.

So in this book Steve Rabin, of Nintendo of America has gotten almost sixty of the most advanced gaming software developers to write articles explaining the state of the art as they are helping to develop it. The writers come from a mix of software companies, universities, independent consultants, and game hardware developers. This is the state of the art in the development of artificial intelligence for games.


Powered by Associate-O-Matic

Contact The Book On Sports