A new book recently came out explaining how to apply biologically inspired AI to games. It covers the classics in computational intelligence such as genetic algorithms, neural networks, artificial immune systems and particle swarm optimizations — not forgetting underrated techniques like reinforcement learning, independent component analysis, and radial basis functions.
I found out about […]
Books
Preview of Biologically Inspired Artificial Intelligence for Computer Games (Book)
January 20th, 2008 | Alex J. Champandard
Preview of Pattern Recognition and Neural Networks (Book)
January 6th, 2008 | Alex J. Champandard
For the developers among you looking to take your knowledge of AI and machine learning to the next level of expertise, a new paperback edition of the hardback classic by Brian D. Ripley is scheduled for released in a few days (on the 10th of January to be precise). With an extra 22% […]
Preview of Second Person (Book)
November 30th, 2007 | Alex J. Champandard
I noticed via GameSetWatch that there’s an interesting book called “Second Person” in the Front Line Awards. The book is a collection of articles about interactive storytelling in role playing games, and seems to be filled with great articles.
The book is edited by Pat Harrigan and Noah Wardrip-Fruin, of GrandTextAuto fame. Contributors […]
Preview of Emergence in Games (Book)
November 8th, 2007 | Alex J. Champandard
A new book on artificial intelligence and game design is due to come out in the next few weeks. Using examples and case studies, the book shows how to apply emergent principles in game design — in particular using modern AI techniques. It’s written by Penny Sweetser, who worked as a designer […]

