Auto boutiques-francophones Simple and secure cloud storage giftguide Cyber Monday Deals Week in Home & Kitchen Kindle Black Friday Deals Week in Music SGG Tools
Buy Used
CDN$ 12.60
+ CDN$ 6.49 shipping
Used: Good | Details
Condition: Used: Good
Comment: Moderate wear on cover and edges. Minimal highlighting and/or other markings can be present. May be ex-library copy and may not include CD, Accessories and/or Dust Cover. Good readable copy.
Have one to sell?
Flip to back Flip to front
Listen Playing... Paused   You're listening to a sample of the Audible audio edition.
Learn more
See this image

Programming Believable Characters For Computer Games Paperback – May 20 2004

See all formats and editions Hide other formats and editions
Amazon Price
New from Used from
"Please retry"
CDN$ 60.64 CDN$ 9.79

Cyber Monday Deals Week in Books

No Kindle device required. Download one of the Free Kindle apps to start reading Kindle books on your smartphone, tablet, and computer.

  • Apple
  • Android
  • Windows Phone
  • Android

To get the free app, enter your e-mail address or mobile phone number.

Product Details

  • Paperback: 465 pages
  • Publisher: Charles River Media; 1 edition (May 2004)
  • Language: English
  • ISBN-10: 1584503238
  • ISBN-13: 978-1584503231
  • Product Dimensions: 23.3 x 18.5 x 3.1 cm
  • Shipping Weight: 1 Kg
  • Amazon Bestsellers Rank: #2,773,095 in Books (See Top 100 in Books)
  •  Would you like to update product info, give feedback on images, or tell us about a lower price?

  • See Complete Table of Contents

Product Description

About the Author

Dr. Penny Baillie-de Byl (Australia) is a university lecturer, computer programmer, systems simulator, and Web site application engineer who has been researching in the area of artificial intelligence since 1995. She has published a number of international conference papers, journal papers, and a book chapter in this area. She also presents talks internationally about her work, and currently teaches courses on computer programming, multimedia systems and computer graphics at the University of Southern Queensland in Australia.

Customer Reviews

There are no customer reviews yet on
5 star
4 star
3 star
2 star
1 star

Most Helpful Customer Reviews on (beta) 3 reviews
18 of 25 people found the following review helpful
whats the Graphics API got to do with anything Jan. 8 2006
By B. Beuken - Published on
Format: Paperback
What a senseless review, the graphics API used is totally irrelevant in a book about AI and character development.

OpenGL examples simply allow the various examples in the book to be compiled and run on machines other than the PC.

The previous reviewer really needs to get a grip and realise developers DO develop on other systems...including OpenGL but its the information presented on character development that's of interest here.

I've not read this book yet, but have ordered it on the strength of the content discussed. Unfortunatly I can't enter a null rating so have given it 5 stars to negate the previous negative review.
1 of 1 people found the following review helpful
Interesting. May 30 2008
By Robert Beveridge - Published on
Format: Paperback Verified Purchase
Penny Baillie-de Byl, Programming Believable Characters for Computer Games (Charles River Media, 2004)

I'll start by telling you that this is not a book for beginners, though oddly, it seems to try and be one at times. But then, when you're digging into some of the technologies Penny Baillie-de Byl talks about in Programming Believable Characters for Computer Games, the idea that it could be a beginner book flies out the window. (To Baillie-de Byl's credit, however, she's the first person I've found in over a decade capable of explaining artificial neural networks on anything approaching a layman's level.)

I don't think this should need a synopsis, but just in case: it's about programming NPCs. I bet you figured that out from the title. Baillie-de Byl goes through a number of possible ways to program NPCs, covering everything from the most simplistic (finite state machines and the like) to the most complex (behavioral neural networks, etc.). Needless to say, in such a relatively slim volume, nothing gets covered in a great deal of depth; this is more of a sourcebook than it is an in-depth study. But Baillie-de Byl does offer some coding examples, and a CD-ROM full of more of them, so you can work after class on your own if you feel so inclined.

I will say that one pipe dream I was hoping I'd find here did not materialize-- that mythical, long-searched-for improvement on the A* algorithm. Unfortunately, you'll have to find your cold fusion elsewhere folks. But otherwise, it's worth looking into if you plan on doing any RPG, RTS, or sim programming. ***
Applying AI techniches at game development June 23 2009
By Marcos R. G. Almeida - Published on
Format: Paperback
This book do the link between the AI at academy and the AI in game development.

A very interesting book if you want to study the various existent AI techniches and apply them at game development.