Ian Millington crosses the boundary between academic and professional game AI with
his book Artificial Intelligence for Games. Most books either lack academic rigor or are
rigorous with algorithms that won’t work under the CPU constraints imposed by modern
games. This book walks a line between the two and does it well. It explains algorithms
rigorously while also discussing appropriate implementation details such as scheduling
AI over time and using the right data structures. I will be using this book for my Game
AI course.
—Jessica D. Bayliss, .
Rochester Institute of Technology
This is the first serious attempt to create prehensive reference for all game AI prac-
tices,terminology,andknow-
video games industry. Systematic yet accessible, it is a must-have for any student or pro-
fessional.
—Marcin Chady, .
Radical Entertainment
This book promises to be the closest I’ve seen to what is needed in the field. I would highly
mend it for people in the industry.
—John Laird
University of Michigan
Ian Millington’s book is prehensive reference to the most widely used techniques in
game AI today. Any game developer working on AI will learn something from this book,
and game producers should make sure their AI programmers have a copy.
—Dr. Ian Lane Davis
Mad Doc Software
The Morgan Kaufmann Series in Interactive 3D Technology
Series Editor: David H. Eberly, Geometric Tools, Inc.
The game industry is a powerful and driving force in the evolution puter tech-
nology. As the capabilities of puters, peripheral hardware, and game
consoles have grown, so has the demand for quality information about the algo-
rithms, tools, and descriptions needed to take advantage of this new technology. To
satisfy this demand and establish a new level of professional reference for the game de-
veloper, we created the Morgan Kaufmann Series in Interactive 3D
in the series are written for developers by