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Artificial Intelligence for Games
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Ian Millington crosses the boundary between academic and professional game AI with
his book Artificial Intelligence for Games. Most books either lack academic rigor or are
rigorous with algorithms that won’t work under the CPU constraints imposed by modern
games. This book walks a line between the two and does it well. It explains algorithms
rigorously while also discussing appropriate implementation details such as scheduling
AI over time and using the right data structures. I will be using this book for my Game
AI course.
—Jessica D. Bayliss, Ph.D.
Rochester Institute of Technology
This is the first serious attempt to create a comprehensive reference for all game AI prac-
tices,terminology,andknow-how.Workslikethisarebadlyneededbythematuring
video games industry. Systematic yet accessible, it is a must-have for any student or pro-
fessional.
—Marcin Chady, Ph.D.
Radical Entertainment
This book promises to be the closest I’ve seen to what is needed in the field. I would highly
recommend it for people in the industry.
—John Laird
University of Michigan
Ian Millington’s book is a comprehensive reference to the most widely used techniques in
game AI today. Any game developer working on AI will learn something from this book,
and game producers should make sure their AI programmers have a copy.
—Dr. Ian Lane Davis
Mad Doc Software
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The Morgan Kaufmann Series in Interactive 3D Technology
Series Editor: David H. Eberly, Geometric Tools, Inc.
The game industry is a powerful and driving force in the evolution of computer tech-
nology. As the capabilities of personal computers, peripheral hardware, and game
consoles have grown, so has the demand for quality information about the algo-
rithms, tools, and descriptions needed to take advantage of this new technology. To
satisfy this demand and establish a new level of professional reference for the game de-
veloper, we created the Morgan Kaufmann Series in Interactive 3D Technology .Books
in the series are written for developers by leading industry professionals and academic
researchers, and cover the state of the art in real-time 3D. The series emphasizes prac-
tical, working solutions and solid software-engineering principles. The goal is for the
developer to be able to implement real systems from the fundamental ideas, whether
it be for games or for other applications.
Artificial Intelligence for Games
Ian Millington
Better Game Characters by Design:
A Psychological Approach
Katherine Isbister
Visualizing Quaternions
Andrew J. Hanson
3D Game Engine Architecture:
Engineering Real-Time Applications with
Wild Magic
David H. Eberly
Real-Time Collision Detection
Christer Ericson
Physically Based Rendering: From Theory
to Implementation
Matt Pharr and Greg Humphreys
Essential Mathematics for Games and
Interactive Applications: A Programmer’s
Guide
James M. Van Verth and Lars M. Bishop
Game Physics
David H. Eberly
Collision Detection in Interactive 3D
Environments
Gino van den Bergen
Forthcoming
X3D: Extensible 3D Graphics for Web
Authors
Leonard Daly and Don Brutzman
Game Physics Engine Development
Ian Millington
3D Game Engine Design: A Practical
Approach to Real-Time Computer
Graphics, 2 nd Edition
David H. Eberly
Real-Time Cameras
Mark Haigh-Hutchinson
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ARTIFICIAL
INTELLIGENCE
FOR GAMES
IAN MILLINGTON
AMSTERDAM BOSTON HEIDELBERG
LONDON NEW YORK OXFORD
PA R I S SAN DIEGO SAN FRANCISCO
SINGAPORE
SYDNEY
TOKYO
Morgan Kaufmann is an imprint of Elsevier
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Application submitted
ISBN 13: 978-0-12-497782-2
ISBN 10: 0-12-497782-0
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