The SmartMonsters Bookstore
SmartMonsters' games are not for everyone. We write for
adults with fairly rich educational and cultural backgrounds.
We assume our players like to read, and know how to type. We don't
write for kids. If this sounds like you, welcome!
to read our essay, "Can a Game be Literature?"
The works listed here have all been used in some way as
our flagship game.
why buy through us?
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Books About Artificial Intelligence
Artificial Intelligence for Games 2d, Ian Millington, CRC Press 2009
Artificial Intelligence: A Modern Approach (2nd Edition), Russell / Norvig, Prentice Hall 2002
Constructing Intelligent Agents Using Java 2d, Bigus et. al., Wiley 2001
Designing Virtual Worlds, Richard A. Bartle, New Riders 2003
MMOs from the Inside Out: The History, Design, Fun, and Art of Massively-multiplayer Online Role-playing Games, Richard A. Bartle, Apress 2015
Natural Language Understanding, 2d, Allen, Addison-Wesley 1995
What Computers Still Can't Do: A Critique of Artificial Reason, Dreyfus, MIT 1992
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"Burroughs's zone, or interzone, is a vast, ramshackle structure in which all the world's architectural styles are are fused and all its races and cultures mingle .... Sometimes it is located in Latin America or North Africa, sometimes (as in The Ticket That Exploded, 1962) on another planet, sometimes (as in Cities of the Red Night,, 1981) in a lost civilization of the distant past. By contrast, Alasdair Gray's zone (in Lanark, 1981), a space of paradox modeled on the Wonderland and Looking-glass worlds of the Alice books, has been displaced to the ambiguous no man's land between cities .... Pynchon's zone is paradignmatic for the heterotopian space of postmodernist writing .... Here ... a large number of fragmentary possible worlds coexist in an impossible space which is associated with occupied Germany, but which is in fact located nowhere but in the written text itself." -- Brian McHale, Postmodernist Fiction ( info)