Programming Believable Characters for Computer Games by Penny Baillie-de Byl (2004, Trade Paperback)

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About this product

Product Identifiers

PublisherCharles River Apparel Media
ISBN-101584503238
ISBN-139781584503231
eBay Product ID (ePID)30244437

Product Key Features

Number of Pages465 Pages
LanguageEnglish
Publication NameProgramming Believable Characters for Computer Games
SubjectProgramming / Games, Careers / General
Publication Year2004
TypeTextbook
Subject AreaComputers, Business & Economics
AuthorPenny Baillie-De Byl
FormatTrade Paperback

Dimensions

Item Weight16 Oz
Item Length9.2 in
Item Width9.2 in

Additional Product Features

Intended AudienceScholarly & Professional
LCCN2004-005214
Dewey Edition22
IllustratedYes
Dewey Decimal794.8/1536
Table Of ContentChapter 1 An Overview of Non-Player Characters in Games Chapter 2 The Embodiment of Artificial Players Chapter 3 Classical Game Theory and Human Behavior Chapter 4 Logic, Knowledge Representation, and Inference Chapter 5 AI Techniques for Programming Chapter 6 Structuring an Intelligent Non-Player Character Chapter 7 Creating Believable Non-Player Characters Appendix A About the CD-ROM Appendix B Answers to the Exercises Appendix C A Crash Course in Vector Mathematics Appendix D Creating a BSP Map for Apocalyx Appendix E A Brief PROLOG Primer
SynopsisComputer games have evolved from simple, little programs to major Hollywood-type productions. And today's player expectations have kept pace with this evolution - they expect truly believable gaming environments with complex stories, characters, and action. To achieve this quality, developers need to incorporate the most cutting-edge tools and techniques available. Programming Believable Characters for Computer Games is written to provide such a resource. It takes current research in artificial intelligence and games and presents both the concepts and architectures through practical programming examples. The book focuses on the higher-level AI needed to develop interesting and believable, non-player characters that can learn and express emotions. With an emphasis on pathfinding, decision trees, finite-state machines, rule-based systems, and goal-oriented action planning, it addresses the current topics in game development. Throughout the book, programmers work through the step-by-step creation of a 3D animated autonomous character. Each chapter covers the theory of the topic and then applies it through practical hands-on exercises. The creation process works from design, modeling, and animation to the development of the artificial brain, which includes techniques for learning, socializing, communicating, navigating, and adapting to its environment. This is a comprehensive resource that brings current games research into the hands of programmers., Providing both the experienced and inexperienced game programmer with an in-depth look at the AI tasks for developing artificial gaming companions and opponents with human-like complex behaviours, this book also provides practical tools to assist the programmer in integrating these concepts into games.
LC Classification NumberQA76.76.C672B34 2004

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