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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    £999.99

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    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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