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Programming Game AI by Example by Mat Buckland

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Programming Game AI by Example stands out from the pack by providing indus
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trial-strength solutions to difficult problems, like steering and goal-oriented
behavior. Mat guides the reader toward building a foundation robust enough for
real games. This book is a must-have for anyone new to the field, and has tips for
the seasoned professional as well. I wish I [had] read it eight years ago!”
Jeff Orkin
AI architect, Monolith Productions, No One Lives Forever 2 and F.E.A.R.
“…a nice combination of a lot of really useful information, put together in a way
that doesn’t make my brain leak.”
Gareth Lewis
Project leader, Lionhead Studios, Black & White 2
“Each chapter of Mat’s book gently introduces the reader to a fundamental game
AI technology before expanding the new idea into a fully formed solution replete
with extensive code and clearly worded examples. The tone of the book is uncom-
plicated and accessible to the reader, allowing a novice programmer the
opportunity to get to grips with the basics of game AI programming by implement-
ing their own systems direct from theory or expanding upon code examples offered
to gain understanding in a sandbox environment. Once individual technologies are
fully understood, the book goes on to combine these ideas into several complete
game environments allowing the reader to understand the relationships between the
interacting systems of an overarching game architecture.”
Mike Ducker
AI programmer, Lionhead Studios, Fable
“Using easy-to-follow and well-described examples, this book shows you how to
use most of the techniques professional AI programmers use. A great introduction
for the beginner and an excellent reference for the more experienced!”
Eric Martel
AI programmer, Ubisoft, Far Cry (XBox)
Programming Game AI by Example is an excellent book for the game program
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ming neophyte, the intermediate programmer, and even the expert — it doesn’t
hurt to go over familiar ground, does it? The book concisely covers all of the
important areas, including basic maths and physics through to graph theory and
scripting with Lua, to arm any programmer with the tools needed to create some
very sophisticated agent behaviours. Unusually for books of the type, Pro
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gramming Game AI by Example is solid in its software engineering too, with the
example code demonstrating game uses of familiar design patterns. I’d have no
qualms about recommending Programming Game AI by Example to any program
-
mer. It’s an excellent read and an excellent springboard for ideas.”
Chris Keegan
Technical director, Climax Studios (Solent)

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