TE
TechEcho
Home24h TopNewestBestAskShowJobs
GitHubTwitter
Home

TechEcho

A tech news platform built with Next.js, providing global tech news and discussions.

GitHubTwitter

Home

HomeNewestBestAskShowJobs

Resources

HackerNews APIOriginal HackerNewsNext.js

© 2025 TechEcho. All rights reserved.

AI Programmer’s Bookshelf

310 pointsby geospeckover 8 years ago

9 comments

rm999over 8 years ago
This is about game AIs, which are definitely interesting. But for the most part they overlap very little with what most people think of as AI.<p>In undergrad (mid 2000s) I partially specialized in both computer graphics and machine learning, and took a video game class to try combining these skills. I have two big memories from this time that stuck with me. The first is the time a dev on Civilization 1 visited our class. He spoke about the &quot;AI&quot; of civilization, which he revealed to be a simple random number generator. He told us people often thought it was far more complex, but that&#x27;s really all there was to it.<p>The second memory is when we actually built a 3d engine + game from scratch. Every week we had to add a new feature, so one week I obviously took on the AI. My partner and I were doing a soccer-style game, and I had grand visions of implementing a sophisticated AI using what I&#x27;d been learning in my other classes, like SVMs and neural networks. I started doing research, and was shocked to learn that no video games at the time did any of this. I learned that computers at the time weren&#x27;t really capable of running several versions of an ML algorithm simultaneously (one per agent) while dealing with everything else - and more importantly that there was little need. I ended up spending a couple days building out a basic state machine, and it worked. Even the professor thought we added incredible intelligence to the players, who in reality were just following ~10 rules like &quot;if player in defense mode: move towards the midpoint between the ball and the goal while keeping some distance between other players&quot;.<p>My main take-away from that class is that there was little need for actual AI in video games, and that I should pursue a different career path :&#x2F;
评论 #13177371 未加载
评论 #13176048 未加载
评论 #13175961 未加载
评论 #13178447 未加载
评论 #13177915 未加载
评论 #13178343 未加载
评论 #13177290 未加载
评论 #13180290 未加载
评论 #13178125 未加载
评论 #13179693 未加载
adamnemecekover 8 years ago
This seems really out of date. I put together a list of ML books not too long ago<p><a href="https:&#x2F;&#x2F;news.ycombinator.com&#x2F;item?id=12900448" rel="nofollow">https:&#x2F;&#x2F;news.ycombinator.com&#x2F;item?id=12900448</a>
inputcoffeeover 8 years ago
I am half-joking here, but since they have a &quot;related reading&quot; section with more &quot;philosophical&quot; works, they really should include &quot;Godel, Escher, Bach&quot;
doucheover 8 years ago
The Matt Buckland books, especially <i>Programming Game AI by Example</i> are very good, for simple, practical techniques.
brudgersover 8 years ago
Missing: <i>Paradigms of Artificial Intelligence: Case Studies in Common Lisp</i>, Peter Norvig
jraedischover 8 years ago
Many of the books seem older than 10 years (also in the general exams list[1]). Are the (seemingly) vast advancements in the last years still based on the same principles? (Speaking as a complete ML noob.)<p>[1]: <a href="http:&#x2F;&#x2F;alumni.media.mit.edu&#x2F;~jorkin&#x2F;&#x2F;generals&#x2F;general_exams.html" rel="nofollow">http:&#x2F;&#x2F;alumni.media.mit.edu&#x2F;~jorkin&#x2F;&#x2F;generals&#x2F;general_exams....</a>
评论 #13176228 未加载
评论 #13175394 未加载
评论 #13175393 未加载
评论 #13175355 未加载
krannerover 8 years ago
Steve Grand&#x27;s other book &quot;Growing up with Lucy: How to Build an Android in Twenty Easy Steps&quot; should also be included in this list.<p><a href="https:&#x2F;&#x2F;www.amazon.com&#x2F;Growing-Up-Lucy-Android-Twenty&#x2F;dp&#x2F;0753818051" rel="nofollow">https:&#x2F;&#x2F;www.amazon.com&#x2F;Growing-Up-Lucy-Android-Twenty&#x2F;dp&#x2F;075...</a>
lenocinorover 8 years ago
When this was discussed previously, I made an in-depth comment on it there, which I&#x27;ll reference again here: <a href="https:&#x2F;&#x2F;news.ycombinator.com&#x2F;item?id=8851408" rel="nofollow">https:&#x2F;&#x2F;news.ycombinator.com&#x2F;item?id=8851408</a>
martincmartinover 8 years ago
What&#x27;s the state of the art in path planning? e.g. as used by Google Maps? Perhaps some subset of those techniques could be used in games.