BIBLIO is the largest independent book marketplace in the world, with over 100 million books.

Skip to content

Programming Game AI by Example

Programming Game AI by Example

Programming Game AI by Example
Stock photo: cover may vary

Programming Game AI by Example Paperback - 2004 - 1st Edition

by Buckland, Mat

Add to wish list
  • Used
  • Paperback
  • first
Used: Good

Description

Jones & Bartlett Learning, 2004-10-14. 1. paperback. Used: Good. 6.50x1.00x9.00. Buy with confidence. Excellent Customer Service & Return policy.
Ask the seller a question Add to wish list
A$26.78
Free Delivery within USA
Standard delivery: 5 to 10 days
More delivery options
Dropship order
Ships from Ergodebooks (Texas, United States)

Details

  • Title Programming Game AI by Example
  • Author Buckland, Mat
  • Binding Paperback
  • Edition number 1st
  • Edition 1
  • Condition Used: Good
  • Pages 495
  • Volumes 1
  • Language ENG
  • Publisher Jones & Bartlett Learning, U.S.A.
  • Publication date 2004-10-14
  • Illustrated Yes
  • Bookseller's Inventory # SONG1556220782
  • ISBN 9781556220784 / 1556220782
  • Weight 1.62 lbs (0.73 kg)
  • Dimensions 9 x 6.01 x 1.08 in (22.86 x 15.27 x 2.74 cm)
  • Size 6.50x1.00x9.00
  • Category Computers - Games
  • Library of Congress Catalogue Number 2004015103
  • Dewey Decimal Code 794.815
  • Quantity available 1

About Ergodebooks Texas, United States

Biblio member since 2005

Our goal is to provide best customer service and good condition books for the lowest possible price. We are always honest about condition of book. We list book only by ISBN # and hence exact book is guaranteed.

Terms of Sale:

We have 30 day return policy.

Browse books from Ergodebooks

Reader reviews for Programming Game AI by Example

From the publisher

Programming Game AI by Example provides a comprehensive and practical introduction to the "bread and butter" AI techniques used by the game development industry, leading the reader through the process of designing, programming, and implementing intelligent agents for action games using the C++ programming language. Techniques covered include state- and goal-based behavior, inter-agent communication, individual and group steering behaviors, team AI, graph theory, search, path planning and optimization, triggers, scripting, scripted finite state machines, perceptual modeling, goal evaluation, goal arbitration, and fuzzy logic.
tracking-