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Millington Ian - Artificial Intelligence for Games

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Millington Ian Artificial Intelligence for Games

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Artificial Intelligence for Games Second Edition Ian Millington John Funge - photo 1

Artificial Intelligence for Games, Second Edition

Ian Millington

John Funge

CRC Press Taylor Francis Group 6000 Broken Sound Parkway NW Suite 300 Boca - photo 2

CRC Press

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For Conor I.M.

For Xiaoyuan J.F.

About the Authors

Ian Millington is a partner of Icosagon Ltd. ( www.icosagon.com ), a consulting company developing next-generation AI technologies for entertainment, modeling, and simulation. Previously he founded Mindlathe Ltd., the largest specialist AI middleware company in computer games, working on a huge range of game genres and technologies. He has a long background in AI, including PhD research in complexity theory and natural computing. He has published academic and professional papers and articles on topics ranging from paleontology to hypertext.

John Funge ( www.jfunge.com ) recently joined Netflix to start and lead the new Game Platforms group. Previously, John co-founded AiLive and spent nearly ten years helping to create a successful company that is now well known for its pioneering machine learning technology for games. AiLive co-created the Wii MotionPlus hardware and has established its LiveMove products as the industry standard for automatic motion recognition. At AiLive John also worked extensively on LiveAI, a real-time behavior capture product that is being used by the former lead game designer of Guitar Hero and Rock Band to create a new genre of game. John is also an Assistant Adjunct Professor at the University of California, Santa Cruz (UCSC) where he teaches a Game AI course that he proposed, designed and developed. John has a PhD from the University of Toronto and an MSc from the University of Oxford. He holds several patents, is the author of numerous technical papers, and wrote two previous books on Game AI.

Acknowledgments

Although our names are on the cover, this book contains relatively little that originated with us, but on the other hand it contains relatively few references. When the first edition of this book was written Game AI wasnt as hot as it is today: it had no textbooks, no canonical body of papers, and few well-established citations for the origins of its wisdom.

Game AI is a field where techniques, gotchas, traps, and inspirations are shared more often on the job than in landmark papers. We have drawn the knowledge in this book from a whole web of developers, stretching out from here to all corners of the gaming world. Although they undoubtedly deserve it, were at a loss how better to acknowledge the contribution of these unacknowledged innovators.

There are people with whom we have worked closely who have had a more direct influence on our AI journey. For Ian that includes his PhD supervisor Prof. Aaron Sloman and the team of core AI programmers he worked with at Mindlathe: Marcin Chady, who is credited several times for inventions in this book; Stuart Reynolds; Will Stones; and Ed Davis. For John the list includes his colleagues and former colleagues at AiLive: Brian Cabral, Wolff (Daniel) Dobson, Nigel Duffy, Rob Kay, Yoichiro Kawano, Andy Kempling, Michael McNally, Ron Musick, Rob Powers, Stuart Reynolds (again), Xiaoyuan Tu, Dana Wilkinson, Ian Wright, and Wei Yen.

Writing a book is a mammoth task that includes writing text, producing code, creating illustrations, acting on reviews, and checking proofs. We would therefore especially like to acknowledge the hard work and incisive comments of the review team: Toby Allen, Jessica D. Bayliss, Marcin Chady (again), David Eberly, John Laird, and Brian Peltonen. We have missed one name from the list: the late, and sorely missed, Eric Dybsand, who also worked on the reviewing of this book, and were proud to acknowledge that the benefit we gained from his comments are yet another part of his extensive legacy to the field.

We are particularly grateful for the patience of the editorial team led by Tim Cox at Morgan Kauffman, aided and abetted by Paul Gottehrer and Jessie Evans, with additional wisdom and series guidance from Dave Eberly.

Late nights and long days arent a hardship when you love what you do. So without doubt the people who have suffered the worst of the writing process are our families. Ian thanks his wife Mel for the encouragement to start this and the support to see it through. John also thanks his wife Xiaoyuan and dedicates his portion of the book to her for all her kind and loving support over the years.

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