Newsgroups: comp.ai.games
Path: cantaloupe.srv.cs.cmu.edu!rochester!udel!news.mathworks.com!news.kei.com!wang!news
From: bruck@actcom.co.il (Uri Bruck)
Subject: Re: Any pointers to algorithms?
Organization: ACTCOM - Internet Services in Israel
Date: Fri, 24 Mar 1995 22:48:41 GMT
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References: <3k56sr$b3k@ccshst05.cs.uoguelph.ca>
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Nathaniel Tagg (ntagg@uoguelph.ca) wrote:
: 	The conversation so far has been nicely hypothetical and
: reminicent.  Saying 'boy, it would be nice if the computer could think
: like a human' is all nice and well, but perhaps we could become more
: practical. Does any one actually have any good tips for game writers as
: to where to look for good algorithms?  Any books or review articles
: knowledgable people could recommend?  How about pointers to code snips or
: the like?

: Hopefully,
: --
: ------------------------------------------------------------------------
: Nathaniel Tagg		ntagg@uoguelph.ca	University of Guelph
: 	"The chances of a neutrino actually hitting something as it
: travels through all this howling emptiness are roughly comparable to that
: of dropping a ball bearing at random from a cruising 747 and hitting,
: say, an egg sandwich."		-- Douglas Adams, _Mostly_Harmless_
: ------------------------------------------------------------------------

check out "The Art of Computer Game Design" by Chris Crawford, published by
Osborne/McGraw Hill. The book is from 1984 and some chapters, such as Taxonomy
of games, may be ignored completely, unless they have been updated in 
subsequent editions. Other chapters contain a lot of useful information
and insights, although not much on actual algorithms, especially the
one discussing the Computer as a game technolgy, the game design sequence
and design techniques and ideals.
		Uri Bruck
