Description

Book Synopsis

This book covers all the necessary topics that a professional game AI programmer needs to know, from math and steering behaviours to terrain analysis, pathfinding and decision-making. Written to be easily accessible, each topic is accompanied by an example game that allows the reader to add their own code to see the effects their changes have.

Each chapter is split into two parts. The first part covers the necessary theory in a friendly, conversational manner, using visual examples and fictional game scenarios to give additional context. The second part is a coding tutorial in C# for the topic at hand. Each chapter has its own example game available to download, written in C# in the Unity Game Engine.

This book will be suitable for students and aspiring games programmers looking to gain a grounding in game AI techniques.



Table of Contents

Chapter 1 Introduction

Chapter 2 Math

Chapter 3 Steering Behaviours

Chapter 4 Terrain Analysis

Chapter 5 Pathfinding

Chapter 6 Decision-Making

Chapter 7 Fuzzy Logic

Chapter 8 Chess AI

Chapter 9 Genetic Algorithms

Chapter 10 Neural Networks

Artificial Intelligence in Games

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Order before 4pm today for delivery by Thu 18 Dec 2025.

A Paperback by Paul Roberts

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    View other formats and editions of Artificial Intelligence in Games by Paul Roberts

    Publisher: CRC Press
    Publication Date: 7/28/2022 12:00:00 AM
    ISBN13: 9781032033228, 978-1032033228
    ISBN10: 1032033223

    Description

    Book Synopsis

    This book covers all the necessary topics that a professional game AI programmer needs to know, from math and steering behaviours to terrain analysis, pathfinding and decision-making. Written to be easily accessible, each topic is accompanied by an example game that allows the reader to add their own code to see the effects their changes have.

    Each chapter is split into two parts. The first part covers the necessary theory in a friendly, conversational manner, using visual examples and fictional game scenarios to give additional context. The second part is a coding tutorial in C# for the topic at hand. Each chapter has its own example game available to download, written in C# in the Unity Game Engine.

    This book will be suitable for students and aspiring games programmers looking to gain a grounding in game AI techniques.



    Table of Contents

    Chapter 1 Introduction

    Chapter 2 Math

    Chapter 3 Steering Behaviours

    Chapter 4 Terrain Analysis

    Chapter 5 Pathfinding

    Chapter 6 Decision-Making

    Chapter 7 Fuzzy Logic

    Chapter 8 Chess AI

    Chapter 9 Genetic Algorithms

    Chapter 10 Neural Networks

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