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Millington Ian, Funge John. Artificial Intelligence for Games

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Millington Ian, Funge John. Artificial Intelligence for Games
2nd edition. — Morgan Kaufmann Publishers, 2009. — 895 p. — ISBN: 978-0-12-374731-0.
Game development lives in its own technical world. It has its own idioms, skills, and G challenges. That’s one of the reasons it is so much fun to work on. There’s a reasonably good chance of being the first person to meet and beat a new programming challenge. Despite numerous efforts to bring it into line with the rest of the development industry, going back at least 15 years, the style of programming in a game is still very different from that in any other sphere of development. There is a focus on speed, but it isn’t very similar to programming for embedded or control applications. There is a focus on clever algorithms, but it doesn’t share the same rigor as database server engineering. It draws techniques from a huge range of different sources, but almost without exception modifies them beyond resemblance. And, to add an extra layer of intrigue, developers make their modifications in different ways, leaving algorithms unrecognizable from studio to studio.
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