Ian Millington

#AI
#Games
#Algorithms
#Techniques
AI is an integral part of every video game. This book helps professionals keep up with the constantly evolving technological advances in the fast growing game industry and equips students with up-to-date information they need to jumpstart their careers. This revised and updated Third Edition includes new techniques, algorithms, data structures and representations needed to create powerful AI in games.
Key Features
PART I: Al and Games
CHAPTER 1: INTRODUCTION
CHAPTER 2: GAME Al
PART II: Techniques
CHAPTER 3: MOVEMENT
CHAPTER 4: PATH FINDING
CHAPTER 5: DECISION MAKING
CHAPTER 6: TACTICAL AND STRATEGIC Al
CHAPTER 7: LEARNING
CHAPTER 8: PROCEDURAL CONTENT GENERATION
CHAPTER 9: BOARD GAMES
PART Ill: Supporting Technologies
CHAPTER 10: EXECUTION MANAGEMENT
CHAPTER 11: WORLD INTERFACING
CHAPTER 12: TOOLS AND CONTENT CREATION
CHAPTER 13: PROGRAMMING GAME Al
PART IV: Designing Game Al
CHAPTER 14: DESIGNING GAME Al
CHAPTER 15: Al-BASED GAME GENRES
Ian Millington is a British developer and author of books and courses on software development, particularly in the fields of artificial intelligence, decision support and game physics engine development.
John Funge recently joined Netflix to start and lead the new Game Platforms group. Previously, John co-founded AiLive (formerly iKuni) and spent nearly ten years helping to create a successful company that is now well known for its pioneering machine learning technology for games. AiLive co-created the Wii MotionPlus hardware and has established its LiveMove products as the industry standard for automatic motion recognition. John is also an Assistant Adjunct Professor at the University of California, Santa Cruz (UCSC) where he teaches a Game AI course that he proposed, designed and developed.









