AI Game Programming Wisdom 2 (Game Development Series) by Steve Rabin - Presentation Transcript
AI Game Programming Wisdom 2
(Game Development Series) by Steve
Rabin
"Ok, Let Us Not Try To Get Bogged Down Into Semantics?"
A game has to be able to think, or at least imitate thought sufficiently to
render a convincing representation of some character or phenomenon.
This sort of logic requires planning on the part of the programmer: A
swordfighter not only has to find his enemy and engage him in combat, but
know how to react if the opponent runs away, dies, or summons his
buddies. The better the game designer is at endowing characters with
behaviors, capabilities, and reactions, the more realistic and exciting his or
her games will be. A soldier that can shoot at targets in the distance is
okay, but a soldier that can also lay an ambush, shoot around corners, and
fight with a knife is a lot more exciting. AI Game Programming Wisdom 2
comprises a series of article from accomplished game programmers about
designing games that feature complex and lifelike behavior. The
contributors--there are dozens--share their professional experience in the
field of simulating life in software. Some of their examples are crystal-
clear--Nick Porcinos block diagrams that explain the behavior of artificial
insects are one example. Whats more, the compilation is remarkably
comprehensive, addressing such issues as how collectives (such as
platoons of soldiers) exhibit behavior that takes into account the
perceptions of their members (as well as the lack of information--the fog of
war). This book is carefully designed to help game architects plan more
exciting and realistic environments for their players. --David Wall Topics
covered: How to design a computer game in which computer-managed
characters need to behave intelligently. Theres coverage of how to encode
a characters motivations, how to make a character relate to a group, how
to make characters move through and perceive space, and how to make a
character learn over time.
Personal Review: AI Game Programming Wisdom 2 (Game
Development Series) by Steve Rabin
Honestly, I just had to submit a review to comment on this line from a
reviewer of this book. "Ok, let us not try to get bogged down into
semantics." What the heck does this mean? I think he/she meant, "Okay,
let us not get bogged down in semantics."
What else is wrong with this reviewer's reading/writing skills that
contributed to their negative review of this book? If you can't write clearly...
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Honestly, I just had to submit a review to comment more
Honestly, I just had to submit a review to comment on this line from a reviewer of this book. "Ok, let us not try to get bogged down into semantics." What the heck does this mean? I think he/she meant, "Okay, let us not get bogged down in semantics."
What else is wrong with this reviewer's reading/writing skills that contributed to their negative review of this book? If you can't write clearly... less
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