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Artificial Intelligence for Games, 2nd Edition by John Funge, Ian Millington

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image Chapter 1

Introduction

Game development lives in its own technical world. It has its own idioms, skills, and challenges. That’s one of the reasons it is so much fun to work on. There’s a reasonably good chance of being the first person to meet and beat a new programming challenge.

Despite numerous efforts to bring it into line with the rest of the development industry, going back at least 15 years, the style of programming in a game is still very different from that in any other sphere of development. There is a focus on speed, but it isn’t very similar to programming for embedded or control applications. There is a focus on clever algorithms, ...

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