AI Game Programming Wisdom

Hardcover
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Author: Steve Rabin

ISBN-10: 1584500778

ISBN-13: 9781584500773

Category: Game Programming

Learn how AI experts create intelligent game objects and characters with this first volume in the AI Game Programming Wisdom series. This unique collection of articles gives programmers and developers access to the insights and wisdom of over thirty AI pros. Each article delves deep into key AI game programming issues and provides insightful new ideas and techniques that can be easily integrated into your own games. Everything from general AI architectures, rule based systems, level-of-detail...

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This ALL NEW volume in the AI Game Programming Wisdom series is filled with over sixty new, ready-to-use expert techniques, ideas, and solutions for game developers. Each article delves deep into key AI game programming issues and provides insightful new ideas and techniques that can be easily integrated into your own games.Everything from general AI architectures, rule based systems, level-of-detail AI and scripting language issues, to expert systems, fuzzy logic, neural networks, and genetic algorithms is thoroughly covered. If you're a game programmer (AI/logic, front-end, user interface, tools, graphics, etc.) this comprehensive resource will help you take your skills and knowledge to the next level. This second volume in the popular series is a must-have resource for any game programmer.KEY FEATURES        Provides an All New collection of AI tools and techniques for game programmers        Contains comprehensive coverage of all aspects of AI programming        Covers cutting-edge topics in turn-based AI, adaptive AI, and a variety of genre specific issues        Includes ready-to-use ideas and code that can be used immediately        Provides skill enhancement for beginning/intermediate programmers, and insightful new ideas from the pros        Includes a companion CD-ROM with all the source code for easy implementation Booknews Approximately 70 articles by Artificial Intelligence (AI) programmers discuss the skills and concepts needed to apply AI to game programming. They cover basic concepts, techniques and specialized systems, pathfinding with A*, pathfinding and movement, tactical issues and intelligent group movement, game AI architecture, decision- making architecture, FPS, RTS, RPG AI, racing and sports AI, scripting, and learning. Sample code is provided. A companion CD- ROM contains demos, source code, high-resolution color images, and links for game development sites. Annotation c. Book News, Inc., Portland, OR (booknews.com)

PrefacexiAcknowledgmentsxvAbout the Cover ImagesxviiAuthor BiosxixSection 1General Wisdom11.1The Evolution of Game AI31.2The Illusion of Intelligence161.3Solving the Right Problem211.412 Tips from the Trenches29Section 2Useful Techniques and Specialized Systems372.1Building an AI Diagnostic Toolset392.2A General-Purpose Trigger System462.3A Data-Driven Architecture for Animation Selection552.4Realistic Character Behavior with Prioritized, Categorized Animation642.5Designing a GUI Tool to Aid in the Development of Finite-State Machines712.6The Beauty of Response Curves782.7Simple and Efficient Line-of-Sight for 3D Landscapes832.8An Open-Source Fuzzy Logic Library90Section 3Pathfinding with A*1033.1Basic A* Pathfinding Made Simple1053.2Generic A* Pathfinding1143.3Pathfinding Design Architecture1223.4How to Achieve Lightning-Fast A*1333.5Practical Optimizations for A* Path Generation146Section 4Pathfinding and Movement1534.1Simple, Cheap Pathfinding1554.2Preprocessed Solution for Open Terrain Navigation1614.3Building a Near-Optimal Navigation Mesh1714.4Realistic Turning between Waypoints1864.5Navigating Doors, Elevators, Ledges, and Other Obstacles1934.6Simple Swarms as an Alternative to Flocking202Section 5Tactical Issues and Intelligent Group Movement2095.1Strategic and Tactical Reasoning with Waypoints2115.2Recognizing Strategic Dispositions: Engaging the Enemy2215.3Squad Tactics: Team AI and Emergent Maneuvers2335.4Squad Tactics: Planned Maneuvers2475.5Tactical Team AI Using a Command Hierarchy2605.6Formations272Section 6General Purpose Architectures2836.1Architecting a Game AI2856.2An Efficient AI Architecture Using Prioritized Task Categories2906.3An Architecture Based on Load Balancing2986.4A Simple Inference Engine for a Rule-Based Architecture3056.5Implementing a State Machine Language3146.6Enhancing a State Machine Language through Messaging321Section 7Decision-Making Architectures3317.1Blackboard Architectures3337.2Introduction to Bayesian Networks and Reasoning Under Uncertainty3457.3A Rule-Based Architecture Using the Dempster-Shafer Theory3587.4An Optimized Fuzzy Logic Architecture for Decision-Making3677.5A Flexible Goal-Based Planning Architecture375Section 8FPS, RTS, and RPG AI3858.1First-Person Shooter Al Architecture3878.2Architecting an RTS AI3978.3An Economic Approach to Goal-Directed Reasoning in an RTS4028.4The Basics of Ranged Weapon Combat4118.5Level-Of-Detail AI for a Large Role-Playing Game4198.6A Dynamic Reputation System Based on Event Knowledge426Section 9Racing and Sports AI4379.1Representing a Racetrack for the AI4399.2Racing AI Logic4449.3Training an AI to Race4559.4Competitive AI Racing under Open Street Conditions4609.5Camera AI for Replays4729.6Simulating Real Animal Behavior4799.7Agent Cooperation in FSMs for Baseball4869.8Intercepting a Ball495Section 10Scripting50310.1Scripting: Overview and Code Generation50510.2Scripting: The Interpreter Engine51110.3Scripting: System Integration51610.4Creating Scripting Languages for Nonprogrammers52010.5Scripting for Undefined Circumstances53010.6The Perils of Al Scripting54110.7How Not to Implement a Basic Scripting Language548Section 11Learning55511.1Learning and Adaptation55711.2Varieties of Learning56711.3GoCap: Game Observation Capture57911.4Pattern Recognition with Sequential Prediction58611.5Using N-Gram Statistical Models to Predict Player Behavior59611.6Practical Natural Language Learning60211.7Testing Undefined Behavior as a Result of Learning61511.8Imitating Random Variations in Behavior Using a Neural Network62411.9Genetic Algorithms: Evolving the Perfect Troll62911.10The Dark Art of Neural Networks640About the CD-ROM653Index655

\ Approximately 70 articles by Artificial Intelligence (AI) programmers discuss the skills and concepts needed to apply AI to game programming. They cover basic concepts, techniques and specialized systems, pathfinding with A*, pathfinding and movement, tactical issues and intelligent group movement, game AI architecture, decision- making architecture, FPS, RTS, RPG AI, racing and sports AI, scripting, and learning. Sample code is provided. A companion CD- ROM contains demos, source code, high-resolution color images, and links for game development sites. Annotation c. Book News, Inc., Portland, OR (booknews.com)\ \