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Descriptions du produit

Programming Game AI By Example Provides A Comprehensive And Practical Introduction To The "Bread And Butter" AI Techniques Used By The Game Development Industry, Leading The Reader Through The Process Of Designing, Programming, And Implementing Intelligent Agents For Action Games Using The C++ Programming Language. Techniques Covered Include State- And Goal-Based Behavior, Inter-Agent Communication, Individual And Group Steering Behaviors, Team AI, Graph Theory, Search, Path Planning And Optimization, Triggers, Scripting, Scripted Finite State Machines, Perceptual Modeling, Goal Evaluation, Goal Arbitration, And Fuzzy Logic.

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Format: Broché
Ce livre est bien détaillé et comprend beaucoup d'images explicatives claires. Il parcourt un bon nombre de sujets d'ia comme les "finite state machine" ou le "path planning". Tous les exemples sont téléchargeables, aussi bien les sources que les exécutables. Même si tout est appliqué aux jeux en deux dimensions, le livre donne tout le long des astuces pour appliquer les cas à la 3D. Il y a aussi des petites touches d'humour. Il faut juste avoir des bonnes connaissances en C++, bref on en redemande !
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Format: Broché
Un livre excellent autant au point de vue du contenu que de sa digestion. L'auteur a un soucis réel de la pédagogie. Un investissement rentable pour tous novices en programmation IA des jeux.
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Format: Broché
Apporte les bases - depuis les fondamentaux en math - de ce qu'on appelle précipitamment de l'intelligence artificielle.
Pour du plus récent, voir les derniers "AI Game Programming Wisdom"
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Commentaires client les plus utiles sur Amazon.com (beta)

Amazon.com: 4.5 étoiles sur 5 80 commentaires
5 internautes sur 5 ont trouvé ce commentaire utile 
5.0 étoiles sur 5 A Stellar Book On All Accounts. A Must Have For AI Coders. 27 août 2015
Par A. M. Hernandez - Publié sur Amazon.com
Format: Format Kindle Achat vérifié
Programming Game AI By Example by Mat Buckland is one of those books that comes highly recommended and was one I had been meaning to read for a long time. In fact, I originally purchased the paperback in 2006 and never got around to reading it. The interesting part is that the book is still very much relevant today and is not dated in the least. Well now maybe some of the engines and middleware have this stuff built in, but the fundamentals I think I still important to understand.

The book starts with a quick primer on math and physics. The basics are explained, like Cartesian coordinates, trigonometry, vectors, coordinate spaces, and some physics. Like most people reading a book of this level, the beginning was a light refresher. However, I’m a big stickler for reading books from cover to cover with no skipping around, so I did not mind a short recap. Next Buckland gets into state-driven design and demonstrates a simple command-line app using the concepts. I found this approach successful, and it was able to show the concepts without complex 2D or 3D math getting in the way.

He followed up with autonomous moving agents, mostly based on steering behaviors. I was already somewhat familiar with steering behaviors, but I found the author’s description and code to be clear and concise and explained the concept better than I’ve seen before. He then applies the previous topics to a simple soccer game. This was a great next step, and really compiled the knowledge being taught into something concrete. In the next chapter, the author went into graphs; what they are, how to use them, and some popular algorithms link Dijkstra and A*. I always wanted to know what A* was, and this book explains it fairly well.

Buckland then devotes a section to cover scripting languages and why they are useful. In this case, he chose Lua (not a bad choice) and explains some basics about the language, how to interface it with C++, and creates a simple finite state machine. This chapter is helpful even if you’re not coding AI and just need a scripting language for your game or engine (provided you like Lua). In fact, a lot of the concepts in this book are generic enough that they can be applied to multiple fields of interest for game developers.

Next, the author creates a simple overhead game framework used in the subsequent examples. Using this framework he then shows practical path planning, goal driven agent behavior, and finishes up with fuzzy logic. Fuzzy logic is another one of those buzzwords that always intrigued me but I never really understood. Buckland concludes with a quite excellent explanation of the concept.

Overall I found this book to be stellar on all accounts. I feel that any game developer could gain insight from this text, even if they aren’t primarily working with AI programming. The scripting coverage could be used in many games, and the algorithms covered are generic enough to apply to different disciplines. While this is the first book I’ve read on AI, I really can’t imagine a better introduction. Highly recommended.
15 internautes sur 15 ont trouvé ce commentaire utile 
3.0 étoiles sur 5 Great book, bad kindle translation 7 novembre 2011
Par Ivan Bohannon - Publié sur Amazon.com
Format: Format Kindle Achat vérifié
I purchased this book after reading the other reviews, and I was not disappointed.

It has GREAT content. Now the annoying part.

Obviously a robot without a spell checker OCR'd the book and make a kindle version, and then the author or amazon never proofed it. Every single page has words with numbers in place of letters and/or funky random spaces in the middle of words, words are even broken across line breaks.

Also NO browsable table of contents, chapters, or organization of any kind, so you would probably be better of with the paper edition if you are going to be referring back to the book.
1 internautes sur 1 ont trouvé ce commentaire utile 
5.0 étoiles sur 5 Perfect AI Entry Level Book 1 mai 2014
Par Justin - Publié sur Amazon.com
Format: Broché Achat vérifié
One Line Synopsis - This book is a must for anyone interested in the topic of AI in games, and it is full of examples that really drive home the lessons being taught.

With all the college courses and graduate studies devoted to the field of artificial intelligence, this book could have easily drowned itself it excessive theory. Thankfully, this did not happen. The author is truly able to give concrete examples and demonstrate the applicable methodologies. Not only do the examples given in the text convey the lessons in AI so clearly, they could easily be employed in your own projects.

I have given myself plenty of time not only to read the book, but generate my own AI code inspired from the book. It really is the perfect blend of theory, practice, and examples. If you are looking for an entry level AI book that will also deliver you into the intermediate stages of AI programming, this is the book you have been looking for.

I would highly recommend anyone who purchases the book to check out the source code that can be found on the companion website. It not only offers the source code from the book, but also the standalone executables that run the programs discussed. As AI behavior is such a dynamic phenomenon, it really lends itself to view the examples in motion alongside the text. That's why these programs are so helpful. Additionally, one can tell a lot of care was put into constructing these programs to really demonstrate the main point of each topic.

As an aside, chapter 2 of this book is an exceptional chapter for those interested in game engine design. It primarily deals with state-driven design and finite state machines, but also discusses game entities and their management along with message handling. While the topics in this chapter deal with AI behavior, their applications go far beyond AI and could easily be applied to many other features of games and software.
1 internautes sur 1 ont trouvé ce commentaire utile 
5.0 étoiles sur 5 Even 10 years later; still one of the best treatments of Game AI 27 avril 2014
Par Eli - Publié sur Amazon.com
Format: Broché Achat vérifié
Matthew Buckland's book was the second book on Game AI I had read (The first being Behavioral Mathematics). After reading it, I would say that that it is a major complement to his other book "AI Techniques for Game Programming". So anybody who thinks this book may simply be a rehash of the AI Techniques book is mistaken. This book will teach you about the basics of Game Programming and the mechanics that go into creating a Game AI Engine. I would recommend it as a great place to start learning about concepts in Game AI. I would also highly recommend reading "3D Math Primer for Graphics and Game Development" before reading this book though. Even though it's a graphics book, it's treatment on the dot product and other linear algebra concepts really helped me grasp the concepts presented in Buckland's book.
1 internautes sur 1 ont trouvé ce commentaire utile 
4.0 étoiles sur 5 Ongoing Review - Math Portion of the Book 9 juin 2012
Par Lajean Keller - Publié sur Amazon.com
Format: Broché Achat vérifié
I am in the process of reading this jewel and have just finished the math portion of the book. There are some "mathematical" term errors that only a mathematician would catch (usage of the terms function vs. formula, and right triangle vs. right angle triangle comes to mind), and certainly do not deter from his presentation of the necessary subjects. He envokes the great memory mneumonic SohCahToa for trigonometry functions, but fails to spell out what that mneumonic represents (Sin is Opposite over Hypotenuse, Cos is Adjacent over Hypotenuse, and Tan is Opposite over Adjacent in a right triangle). The required vector analysis mathematics portion could have been a cleaner and more precise presentation, but covers all the key points. His examples along with graphs throughout this chapter do a good job of illustratating the mathematical concepts he feels are important to programming game AI.

Because I taught university level mathematics for years, the math portion was rather straight forward for me (other than the misuse of a few mathematical terms/definitions). I would have preferred to give the book 4.5 stars, but that was not an option. If the author covers the material beyond this first chapter as well as he has in the math chapter, then this should be a 'must buy' for anyone interested in the subject, and am very pleased with the purchased of this book.
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