Reddit Reddit reviews Behavioral Mathematics for Game AI (Applied Mathematics)

We found 10 Reddit comments about Behavioral Mathematics for Game AI (Applied Mathematics). Here are the top ones, ranked by their Reddit score.

Game Programming
Computer Programming
Computers & Technology
Behavioral Mathematics for Game AI (Applied Mathematics)
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10 Reddit comments about Behavioral Mathematics for Game AI (Applied Mathematics):

u/argvnaut · 7 pointsr/gamedev

Check out Programming Game AI by Example and Artificial Intelligence for Games. They are both decent game AI books, the former actually develops an AI for a soccer simulation in chapter four. There's also [Behavioral Mathematics for Game AI] (, it expands on the concepts of utility and decision making which are only touched upon in the first two books. It's purely theoretical but very interesting.

u/roguecastergames · 7 pointsr/roguelikedev

Divided Kingdoms

I've been very busy at work, so development time was limited this week:

u/Pellanor · 3 pointsr/EQNext

There's a lot of different ways to do this. Something tells me they'll be using Utility Based AI, if only because Dave Mark wrote the book on it.

He's given a number of talks on AI at the game developer conference. Most of those are behind a paywall, but this one is free.

Then here's some slides from an older talk he gave about MMO AI

u/_domZ_ · 3 pointsr/gamedev

There is also that book - Behavioral Mathematics for Game AI - it talks about similar concepts, including Utility theory. I'm reading it right now, liking it a lot - just wanted to share.

u/IADaveMark · 2 pointsr/gameai

Oh brother... and here I was trying to be all subtle and stuff.

Behavioral Mathematics for Game AI

u/Thrasymachus77 · 2 pointsr/Herossong

If you don't know anything about coding, I would start by doing the javascript course at, or download Unity for free and follow along with a few of the tutorials for C# that various users have made or that are available for free on their store. Once you've completed those tutorials, play with your finished product, add stuff, tweak stuff, break things and fix them again, until you get a good enough understanding of what's going on with the code.

While you're doing all that, go read Dave's book, Behavioral Mathematics for Game AI, which you can probably check out from your library if you're too poor (or cheap) to buy it. I would also highly recommend going to which is the website for Dave's AI consulting business. There's a number of really good articles posted on there, everything from editorials like the EQN letter, to links to GDC lectures and papers, to amusing stories about unexpected behaviors that sometimes crop up.

I would also highly recommend doing a google search for The Sims AI and utility-based AI. I don't think Dave's approach to utility-based decision making for NPCs is identical to The Sims, but there's a family resemblance that helps understand the ways that utilities are constructed and used to create lists of possible actions and score them.

And watch those free GDC lectures and read the free GDC papers. You might have to read them multiple times to understand what's going on in some places, but they are quite often pretty well laid out and simply enough explained for a layman who puts in some effort to get it.

u/darkgnostic · 2 pointsr/roguelikedev

> AI: "Artificial Intelligence for Games" by Ian Millington

My favorite is Behavioral Mathematics for Game AI, I will definitely check yours :)

u/PiLLe1974 · 1 pointr/gamedev

Oops, sorry, I missed that short question...

I often revisit those books:

  • The Pragmatic Programmer
  • The Art of Game Design / A Book of Lenses
  • 7 Habits of Highly Effective People (more related to getting things done and right) most are not about game dev only. :)

    There's also a book I wanted to read since ages:

    Behavioral Mathematics, by Dave Mark

    Otherwise I use the internet mostly and learn from articles, GDC, and colleagues.

    I guess many around me use other resources apart from books since we're in the industry for so long.

    We got specialized, so most new input comes from playing other games, code or game reviews (programmers or designers giving feedback on features), R&D, iterating on features, etc.