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For Further Info Books: There are precious few books that discuss AI from a gaming perspective. Most are more academic-oriented texts that go into theory more than practice. My favorite comprehensive reference is still Artificial Intelligence: A Modern Approach by Stuart J. Russell and Peter Norvig (Prentice Hall, 1995). In progress: Author Bryan Stout is working on a book dedicated to game AI due out in early 2000. It's tentatively titled Adding Intelligence to Computer Games (Morgan Kaufmann). Newsgroups: Several Usenet newsgroups focus on artificial intelligence in general and game AI in particular. A few of the better ones in terms of noise-to-content ratio are comp.ai.games, comp.ai, and rec.games.programmer. Web Sites: The sister site to Game Developer magazine maintains an online roundtable of game AI that grew out of the GDC roundtables. Highly recommended. The author's page, dedicated to all things game AI related, provides links to other AI resources and archives of various Usenet threads. Craig Reynolds, known as the "father of flocking," has the best page on the web to start research into the theory and technology behind flocking and similar A-Life technologies. http://www.geocities.com/ResearchTriangle/Facility/3773 James Swift has written a neat little utility that allows exploration of various 3D navigation algorithms. http://ai.iit.nrc.ca/ai_point.html The Artificial Intelligence Resources page maintained by the NRC/CNRC Institute for Information Technology is an excellent starting point for AI research. http://www-cs-students.stanford.edu/~amitp/gameprog.html Amit Patel's game programming page, crammed with information on pathfinding algorithms and pointers to other AI resources is a good basic starting point for anything AI-related. |
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