Ian Millington crosses the boundary between academic and professional game AI with his book Artificial Intelligence for Games. Most books either lack academic rigor or are rigorous with algorithms that won’t work under the CPU constraints imposed by modern games. This book walks a line between the two and does it well. It explains algorithms rigorously while also discussing appropriate implementation details such as scheduling AI over time and using the right data structures. I will be using this book for my Game AI course. —Jessica D. Bayliss, . Rochester Institute of Technology This is the first serious attempt to create prehensive reference for all game AI prac- tices,terminology,andknow- video games industry. Systematic yet accessible, it is a must-have for any student or pro- fessional. —Marcin Chady, . Radical Entertainment This book promises to be the closest I’ve seen to what is needed in the field. I would highly mend it for people in the industry. —John Laird University of Michigan Ian Millington’s book is prehensive reference to the most widely used techniques in game AI today. Any game developer working on AI will learn something from this book, and game producers should make sure their AI programmers have a copy. —Dr. Ian Lane Davis Mad Doc Software The Morgan Kaufmann Series in Interactive 3D Technology Series Editor: David H. Eberly, Geometric Tools, Inc. The game industry is a powerful and driving force in the evolution puter tech- nology. As the capabilities of puters, peripheral hardware, and game consoles have grown, so has the demand for quality information about the algo- rithms, tools, and descriptions needed to take advantage of this new technology. To satisfy this demand and establish a new level of professional reference for the game de- veloper, we created the Morgan Kaufmann Series in Interactive 3D in the series are written for developers by