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Artificial Intelligence for Games (The Morgan Kaufmann Series in Interactive 3D Technology)Artificial Intelligence for Games (The Morgan Kaufmann Series in Interactive 3D Technology)Ian MillingtonI bought this book for an Artificial Intelligence for Games class at my University. I haven't read through all of the book, but I can already tell you that the pseudo-code in this book is very poor. It's obvious that the author didn't actually go through and run the code to make sure it worked. In the movement algorithms, the code would sometimes alter rotation (speed of orientation) when it should be altering the orientation itself. In the dynamic kinematics class, the code multiplies the velocity by the acceleration instead of just simply adding the acceleration to the velocity.
Even when you get the provided movement algorithms to work the way the author probably intended, there are still issues that aren't considered. I won't get into too much detail but an example is the "Arrive" behavior. It doesn't work properly because the bot never arrives at it's target. There is nothing in the algorithm that actually decelerates the bot or nullifies the velocity. So you basically get a bot that wiggles back and forth on stationary targets. The explanations are pretty straight foward, and I admit I haven't read the full book yet. I just think it's pretty unacceptable to publish something with so many errors in the pseudo-code.
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