

Series: AI Game Programming Wisdom (W/CD)
Hardcover: 700 pages
Publisher: Cengage Learning; 1 edition (March 9, 2006)
Language: English
ISBN-10: 1584504579
ISBN-13: 978-1584504573
Product Dimensions: 9.6 x 7.5 x 1.6 inches
Shipping Weight: 3.4 pounds (View shipping rates and policies)
Average Customer Review: 4.4 out of 5 stars See all reviews (22 customer reviews)
Best Sellers Rank: #292,287 in Books (See Top 100 in Books) #3 in Books > Computers & Technology > Programming > Algorithms > Genetic #50 in Books > Computers & Technology > Computer Science > AI & Machine Learning > Neural Networks #87 in Books > Textbooks > Computer Science > Artificial Intelligence

All of the books in the Game Programming Gems and AI Wisdom series have been quite useful to me as a game programmer. AI Game Programming Wisdom 2 is a continuation of the Charles River Media series devoted to gaming issues. As with the rest of the series the articles are of varying lengths and detail. Many of the articles simply reference other articles in the series rather than basic or classic works in AI. So, this series is less useful as a bibliographic source. The topics covered in the articles are usually short and written at a high-level, but nonetheless very interesting and worth further research. And therein lies some of the frustration. It is often difficult to find more information about a particular subject since most of the references simply refer to articles in other books in the series, which are themselves are rather vague.AI Game Programming Wisdom 2 is structured very much the same as the first book in the series. The articles are broken into similar sections, with the addition of a new section on finite-state-machines and splitting the section on learning into two. Having already covered the A* algorithm, its various optimizations, and navigation meshes in the previous books those topics are virtually absent here (though they may be buried as a secondary topic in some of the path-finding articles). I thought that the series had exhausted discussion of finite-state machines, but the editors managed to include a couple of interesting articles. The demand for more realistic AI behavior in character-based games in growing. And while a full simulation of emotions and human characteristics is unteneable, at the moment, there are some interesting ideas in the Learning section of the book e.g.
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