AI and Artificial Life in Video Games

Hardcover
from $0.00

Author: Guy W. Lecky-Thompson

ISBN-10: 1584505583

ISBN-13: 9781584505587

Category: Game Programming

Learn how to create more challenging and dynamic games with AI and Artificial Life in Video Games. AI, or artificial intelligence, builds better games by directing behaviors inside the games that make them more difficult, while artificial life, or A-Life, adds unpredictability of play and a more lifelike environment to games. This book examines easy and inexpensive methods for implementing AI and A-Life in any video game to not only model behavior in the game but also create tools, generate...

Search in google:

Learn how to create more challenging and dynamic games with AI and Artificial Life in Video Games. AI, or artificial intelligence, builds better games by directing behaviors inside the games that make them more difficult, while artificial life, or A-Life, adds unpredictability of play and a more lifelike environment to games. This book examines easy and inexpensive methods for implementing AI and A-Life in any video game to not only model behavior in the game but also create tools, generate code, and test the game during development. After introducing the basics of AI and A-Life to use as building blocks, the book delves into more advanced methods and examines possible future uses and techniques. You'll learn how AI can be built up in a game by layering behavioral models on static data to produce behavior that is both intelligent and unpredictable. Examples of several A-Life enhancements in games are presented, and you'll investigate the potential pitfalls of using AI and how to troubleshoot, apply A-Life to your own games, test A-Life itself and test virtually using A-Life, implement AI and A-Life in a multiplayer environment, and more. Written for the current and next-generation game developer, AI and Artificial Life in Video Games is a great reference for both game programmers and game designers.

Ch. 1 Introduction 1Defining Artificial Intelligence 2Knowledge Management 8AI Put Simply 13Defining Artificial Life 14Top-Down versus Bottom-Up Intelligence 21Ch. 2 Using Artificial Intelligence in Video Games 25AI in Video Games 27Applying the Theories 38Ch. 3 Uses for Artificial Life in Video Games 63Modeling Natural Behavior 65AI Techniques in A-Life 72Using A-Life in Video Game Development 75A-Life in the Design Phase 77A-Life in the Development Phase 78A-Life in Video Game Testing 85Post-Development A-Life 89Ch. 4 The A-Life Programming Paradigm 93A-Life: The Game within the Game 95Evolving Behavior 103Planning the A-Life Implementation 111Summary 114Ch. 5 Building Blocks 117AI and A-Life Building Blocks 119Deploying the Building Blocks 139Ground-Up Deployment 143Summary 146Ch. 6 The Power of Emergent Behavior 147Defining Emergent Behavior 150The "Sum of Parts" Emergence Design 157The Individual Dynamic Emergence Design 164The Group Dynamic Emergence Design 167The Reproductive Mechanism in Emergence 170Summary 174References 176Ch. 7 Testing with artificial Life 177Testing A-Life 180Bottom-Up Testing 187Testing AI with A-Life 194Testing A-Life with A-Life 200Summary 204References 206Ch. 8 Several A-Life Examples 207Movement and Interaction 210A-Life Control Systems 227A-Life in Puzzles, Board Games, Simulations 240Video Game Personalities 251Summary 260References 261Ch. 9 Multiplayer AI and A-Life 263Managing Emergence 265Enhancing the Experience 267Implementing A-Life in Multiplayer Environments 272Summary 279References279Ch. 10 The Application of A-Life Outside the Lab 281Simple Genetic Algorithms 282Breeding Behavioral Patterns 297Datasets versus Functionality 307Summary 310References 311Index 313