graphic design |
Aftersleep Books
|
||||||||||||||||||||||||||||||||||||||||||||
AI Game Programming Wisdom 2The following report compares books using the SERCount Rating (base on the result count from the search engine). |
|||||||||||||||||||||||||||||||||||||||||||||
|
Aftersleep Books - 2005-06-20 07:00:00 | © Copyright 2004 - www.aftersleep.com () | sitemap | top |
AI Game Programming Wisdom 2 is structured very much the same as the first book in the series. The articles are broken into similar sections, with the addition of a new section on finite-state-machines and splitting the section on learning into two. Having already covered the A* algorithm, its various optimizations, and navigation meshes in the previous books those topics are virtually absent here (though they may be buried as a secondary topic in some of the path-finding articles). I thought that the series had exhausted discussion of finite-state machines, but the editors managed to include a couple of interesting articles. The demand for more realistic AI behavior in character-based games in growing. And while a full simulation of emotions and human characteristics is unteneable, at the moment, there are some interesting ideas in the Learning section of the book e.g. "Motivational Graphs: A New Architecture for Complex Behavior Simulation.".
I can't say that this book is indispensible from an implementation perspective. Most of the articles are simply too vague - though there are notable exceptions throughout the entire series of books. What I found most useful in these articles was that they stimulated thought and helped to generate discussion among the programmers and designers at work.