AI for Games, Third Edition

Regular price €46.99
A01=Ian Millington
adaptive agents
advanced game ai techniques
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Ai Algorithm
AI and Games
AI Character
AI development
Algorithms
and Representations
Artificial Intelligence
Author_Ian Millington
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Behavior Tree
Board Game
Category1=Non-Fiction
Category=UG
Cellular Automata
character behavior
computational intelligence
COP=United Kingdom
Cover Points
Data Structures
Decision Tree Learning
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Execution Time
game AI
Game Developers
game development
Game Engines
game industry
Game Level
game programming
Game Theory
Grand Theft Auto
heuristic search
Hierarchical State Machine
interactive simulation
Jump Point
knowledge representation
Language_English
MCTS
Membership Functions
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Pathfinding Algorithm
Price_€20 to €50
Procedural Content Generation
PS=Active
reinforcement learning
RTS Game
Scripting Language
softlaunch
Steering Behaviors
Tactical Analysis
technological advances
The Complexity Fallacy
The Pathfinding Graph
Transposition Table
Turn Based Strategy Games
video games

Product details

  • ISBN 9780367670566
  • Weight: 1789g
  • Dimensions: 191 x 235mm
  • Publication Date: 18 Dec 2020
  • Publisher: Taylor & Francis Ltd
  • Publication City/Country: GB
  • Product Form: Paperback
  • Language: English
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AI is an integral part of every video game and this book helps game developers keep up with the constantly evolving technological advances to create robust AI.

The authors draw on their considerable experience and uses case studies from real games to provide a complete reference. Also included are exercises so readers can test their comprehension and understanding of the concepts and practices presented.

This revised and updated Third Edition includes new techniques, algorithms, data structures and representations needed to create powerful AI in games. It helps experienced game developers learn new techniques and provides students with a solid understanding of game AI that will help them jumpstart their careers.

Ian Millington is a British developer and author of books and courses on software development, particularly in the fields of artificial intelligence, decision support and game physics engine development.

John Funge recently joined Netflix to start and lead the new Game Platforms group. Previously, John co-founded AiLive (formerly iKuni) and spent nearly ten years helping to create a successful company that is now well known for its pioneering machine learning technology for games. AiLive co-created the Wii MotionPlus hardware and has established its LiveMove products as the industry standard for automatic motion recognition. John is also an Assistant Adjunct Professor at the University of California, Santa Cruz (UCSC) where he teaches a Game AI course that he proposed, designed and developed.