By
Ian Millington, Ian Millington is a consultant specializing in research and development for the games industry. He has done a good deal of work on physics
engines and developing physics code. He was previously the CEO of a games technology company, and before that he ran one of the first
web-based games companies. Millington's background is in artificial intelligence, and he has published academically on a range of topics.
Ian Millington is author of Artificial Intelligence for Games (MK).
John Funge, John Funge is a co-founder and one of the lead scientists at AiLive Inc. (formerly iKuni), a Silicon Valley based company focusing on
developing real-time machine learning technology for computer entertainment. John is also an Assistant Adjunct Professor at the University
of California Santa Cruz.
Description
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).
Audience:
Game developers, Game AI Programmers. Game Development/AI students.
Level: Intermediate to Advanced.