AI Techniques for Game Programming

AI Techniques for Game Programming

Mixed media product Premier Press Game Development (Paperback)

By (author) Mat Buckland, By (author) Mark Collins

List price $134.54

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  • Publisher: Premier Press
  • Format: Mixed media product | 480 pages
  • Dimensions: 186mm x 232mm x 26mm | 820g
  • Publication date: 13 November 2002
  • Publication City/Country: Cincinnati, OH
  • ISBN 10: 193184108X
  • ISBN 13: 9781931841085
  • Sales rank: 503,276

Product description

AI Techniques for Game Programming takes the difficult topics of Genetic Algorithms and Neural Networks, explaining them in plain English. Gone are the tortuous mathematic equations and abstract examples to be found in other books. Each chapter will take you through the theory a step at a time using fun, practical examples - providing you with all the knowledge you require to start incorporating these esoteric techniques into your own games and applications. After a whirlwind tour of Windows programming - for those readers who require a refresher - you will learn how to use genetic algorithms for optimization, path-finding and evolving control sequences for your game agents. After learning the basics of neural networks, AI Techniques for Game Programming will demonstrate how you can evolve neural motion controllers for your game agents, and how neural networks may be applied to obstacle avoidance and map exploration. You will learn about backpropagation and pattern recognition and discover how to train a network to recognize mouse gestures. Finally the book explains state-of-the-art techniques for creating neural networks with dynamic topologies.Each chapter is complimented by well commented source code and most provide fun exercises and problems for you to practice your newfound knowledge.

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Review quote

"Game programming is without a doubt the most intellectually challenging field of computer science in the world. However, we would be fooling ourselves if we said that we are 'serious' people! Writing (and reading) a game programming book, should be an exciting adventure for both the author and the reader." Andre LaMothe, Series Editor

Table of contents

Introduction Part 1: Windows Programming 1. In the Beginning, There Was a Word, and the Word Was Windows 2. Further Adventures With Windows Programming Part 2: Genetic Algorithms 3. An Introduction to Genetic Algorithms 4. Permutation Encoding and the Traveling Salesman Problem 5. Building a Better Genetic Algorithm 6. Moon Landing Made Easy Part 3: Neural Networks 7. Neural Networks in Plain English 8. Giving Your Bot Senses 9. A Supervised Training Approach 10. Real-Time Evolution 11. Evolving Neural Topology Appendices: A: Web Resources B: Bibliography and Recommende Reading C: What's On the CD