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AI Game Programming Wisdom 2

by: Rabin, Steve

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On-line Price: $80.95 (includes GST)

Paperback w/ CD package 732

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Retail Price: $114.95

Publisher: CHARLES RIVER MEDIA,3.12.2003

Category: GAMES PROGRAMMING Level:

ISBN: 1584502894
ISBN13: 9781584502890

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AI Game Programming Wisdom 2, the second volume in this cutting-edge series, is packed with all new tricks, techniques, algorithms, architectures, and philosophies all written by industry experts! The wealth of knowledge and expertise in this volume is sure to surpass your expectations. As with the first volume, this book is designed to provide practical advice for building state-of-the-art game AI for commercial games; however, it also strives to help you look forward to leading-edge techniques that will be critical in future explorations.

AI Game Programming Wisdom 2 provides advances, discoveries, and triumphs that will influence and drive game AI for the next decade. The breadth of experience and diverse backgrounds of the authors make this a truly global, cross-sectional resource for game AI. The book is divided into twelve comprehensive sections, including an all new speech recognition and dialogue section. There is also coverage of a wider variety of game genres and a cumulative index is included for easy cross referencing between volumes.

This new volume alone is an indispensable tool, but together with volume 1, these books form a remarkable collection that no game AI programmer should be without!

SECTIONS
General Wisdom

Pathfinding and Movement

Group Movement, Tactics, and Planning

AI Animation Control

State Machines

Architecture

FPS, RTS, and Strategy AI

Racing and Sports AI

Scripting

Learning

Genetic Algorithms and Neural Networks

Speech Recognition and Dialogue
On the CD-ROM (WINDOWS)
Includes source code and demos to augment the articles, as well as tutorials, Web resources, complementary articles, and color images.

CONTRIBUTORS

Greg Alt
Mat Buckland
Phil Carlisle
Alex J. Champandard
Emmanuel Chiva
Alex Darby
Julien Devade
Mike Dickheiser
Kevin Dill
Jean-Yves Donnart
Penny Drennan
Eric Dybsand
Euan Forrester
James Freeman-Hargis
Dan Fu
Benjamin Geisler
Mario Grimani
Sebastian Grinke
Harri Hakonen

Chris Hargrove
Alexander Herz
Ryan Houlette
Geraint Johnson
Soren Johnson
Timo Kaukoranta
Tom Kent
Sandeep Kharkar
Kristin King
Neil Kirby
Brett Laming
François Dominic Laramée
Lars Lidén
John Manslow
Stéphane Maruéjouls
James Matthews
Alex McLean
Syrus Mesdaghi
Jeff Orkin
Nick Porcino
Steve Rabin
Michael Ramsey
Christopher Reed
John Reynolds
Gilberto Rosado
Shawn Shoemaker
Jouni Smed
P.J. Snavely
Alex Sramek
Penny Sweetser
Dale Thomas
Paul Tozour
William van der Sterren
Neil Wallace
Terry Wellmann
Steven Woodcock
Eric Yiskis

Editor Bio
Steve Rabin is a video game industry veteran with over twelve years experience. He currently works in developer relations at Nintendo of America, Inc., and has written AI for several published games. In addition to serving as editor for this series, Steve has written several articles in the Game Programming Gems series and served as the AI section editor for volume 2. He has spoken on AI at the Game Developers Conference and holds a BS in computer engineering from the University of Washington, where he is currently completing an MS degree.

SYSTEM REQUIREMENTS Intel Pentium-series, AMD Athlon or newer processor recom-mended. Windows 98 or higher required, 3D graphics card recommended for optimal performance, and DirectX 9 or higher. Code and demos were tested on a Pentium 4 2.5 GHz (1GB) machine with a GeForce 3 graphics card, WinXP with DirectX 9, and Microsoft Visual C++ 6.0.