Showing posts with label artificial intelligence. Show all posts
Showing posts with label artificial intelligence. Show all posts

Core Techniques and Algorithms in Game Programming Review

Core Techniques and Algorithms in Game Programming
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This text is an intriguing kind of beast. It gives broad overviews of almost every area that impinges on game engine design, but yet avoids a lot of low level detail in maths and code that one has come to expect - perhaps wrongly? The result is that you can read this book and speak at a very high level, very comprehensively, about myriad issues affecting 3D game engine design - wihout being able to write a line of code. Yes, one could be very cynical about this style of presentation but one has to start somewhere on the learning curve. Along this dimension therefore the book is an excellent conceptual text for students. It reminds me a little in passing of the excellent Turing Omnibus but without the same algebraic grittiness.
It is a book to read before reading, say, the two volume Watt and Policarpo or Eberly's book. There is no doubt that for the student who wants a clear overview of the major current issues in game design, without the whole panopoly of algorithms, this is the best text available.
Whether the book would lead you into significant coding projects on its own, is a moot question. My personal opinion is that it wouldn't - unless you are already very familiar with the algorithmic implementations required. An ancilliary text with more DirectX or OpenGl meat would be necessary. Setting that judgement aside for the moment, it is an excellent text for anyone requiring an academically informed critique of the many design issues in game programming. Moreover it is also written to be read - a rarity in CS books these days.

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To even try to keep pace with the rapid evolution of game development, you need a strong foundation in core programming techniques-not a hefty volume on one narrow topic or one that devotes itself to API-specific implementations. Finally, there's a guide that delivers! As a professor at the Spanish university that offered that country's first master's degree in video game creation, author Daniel Sanchez-Crespo recognizes that there's a core programming curriculum every game designer should be well versed in-and he's outlined it in these pages! By focusing on time-tested coding techniques-and providing code samples that use C++, and the OpenGL and DirectX APIs-Daniel has produced a guide whose shelf life will extend long beyond the latest industry trend. Code design, data structures, design patterns, AI, scripting engines, 3D pipelines, texture mapping, and more: They're all covered here-in clear, coherent fashion and with a focus on the essentials that will have you referring back to this volume for years to come.

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AI Techniques for Game Programming (Premier Press Game Development) Review

AI Techniques for Game Programming (Premier Press Game Development)
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Beauty is in the eye of the beholder, so let me tell you what I was looking for: a non-academic AI book with practical examples for implementing genetic algorithms and neural nets. I don't have a math degree (though I understand basic algebra and remember a bit of trig), and I learn best by doing hand's on project, not by theorizing.
This book fits the bill perfectly. It is well written, humorous, clear and patient. The examples are interesting enough that you can see how they would be useful for solving other problems, not necessarily game related.
One caveat: if you don't have a decent intro to basic Win32 API programming, get Charles Petzold's Programming Win32 book and get busy. Yes, the first two chapters of AI Techniques are a Win32 refresher (which was good for me because I last wrote Win32 3 years ago...I now do Java only), but I'm pretty sure if you haven't seen it before you'll be lost.
BTW, just to give you an idea how clear the concepts were presented, I've recoded Chapters 3 and 5 as properly OOPed (MVC, etc) Java applications. Just MHO, but Java is a much better platform for this stuff. ...

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"AI Techniques for Game Programming" takes the difficult topics of genetic algorithms and neural networks and explains them in plain English. Gone are the tortuous mathematic equations and abstract examples to be found in other books. Each chapter takes readers through the theory a step at a time, explaining clearly how they can incorporate each technique into their own games. After a whirlwind tour of Windows programming, readers will learn how to use genetic algorithms for optimization, path-finding, and evolving control sequences for their game agents. Coverage of neural network basics quickly advances to evolving neural motion controllers for their game agents and applying neural networks to obstacle avoidance and map exploration. Backpropagation and pattern recognition is also explained. By the end of the book, readers will know how to train a network to recognize mouse gestures and how to use state-of-the-art techniques for creating neural networks with dynamic topologies.

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