AI for Games and Animation: A Cognitive Modeling Approach

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AI for Games and Animation Individual chapters in this text provide concrete examples of advanced character animation, automated cinematography and a real-time computer game API. Full descriptionSimply put, AI for Games and Animation: A Cognitive Modelling Approach shows how video game characters can be taught to "think" for themselves. This groundbreaking title points the way for the future of intelligent gaming. While this book features formal mathematical proofs of its arguments, it also provides a worthwhile overview of how today's video game characters are currently programmed, as well as future possibilities for making them "smarter" (and more realistic) through techniques borrowed from AI and robotics. At this level, the text shows off the possibility of adding cognitive models (expressed in the author's own Cognitive Modelling Language, CML) to the games of the near future.

While today's games feature behaviour models and incorporate the rules of physics in order to create realistic scenes, this book makes a strong case that by adding intelligence to characters, game realism can be enhanced further while actually simplifying development. Though this book is certainly worthy as an academic treatise on the subject, the author keeps an eye on real world programming issues. For instance, he suggests that adding AI to game characters will coexist with current programming techniques. He is also careful to pay attention to the limits of CPU and graphics processing power when suggesting new algorithms.

The most abstract sections here show off the mathematical techniques (and modelling language) for adding knowledge representation, sensing and learning to characters. Later sections offer two simulated worlds (featuring T-Rexes and raptors, for example) show off the author's argument to good advantage.

Though it requires a background in math to appreciate fully, AI for Games and Animation, can be read profitably by anyone interested in the future of gaming. It is only a matter of time before games adopt some of the techniques presented here. Serious game developers will want a head start with this intriguing and groundbreaking book. --RichardDragan, amazon.com

Topics covered: Cognitive modelling for games and simulations, geometric and behaviour models, domain knowledge, sensing, interval arithmetic basics, creating non-deterministic behaviour, Cognitive Modeling Language (CML) and sample model worlds.

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