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Game AI Pro 1

Tags:  Ai · Game · Programming
The first few chapters of the book talks about the human body and how neurology and signals within your body for things like reflexes are analogous to AI processes. Then the rest of the book jumps around and covers a lot of ground but never goes into the nitty-gritty details of any of the topics. This is fine and the book was a great primer on what kinds of AI is available and what the strengths, weakness, or use-cases for the different varieties of AI you might use in games. Some of the information might be a little dated - they talk about the advanced GPUs having hundreds of pipes - but the core concepts are perfectly applicable today (10 years after publication). If you are interested in general game AI and want to get a feel for the options available, then this is probably a pretty good place to start; if you are interested in a particular type of AI, there are probably better options.

Game Balance

Tags:  Games · Math
A long, detailed, and in depth look at every (?) facet of game balance; a one-stop-shop for all your game balance needs! The first half of the book talks about different ways a game can be/feel balance/unbalanced and how each different genre has its own balance requirements. The second half of the book offers up concrete advice on how to actually test and implement balance from a mostly mathematical perspective. At the end of the book there is a good overview of some of the more powerful spreadsheet capabilities that can assist in balancing your game. Overall, this is a great read for anyone wanting to know more about game balance (surprising I know) in general (the first half) and how to crank the numbers to make it happen (the second half).

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