AI for Game Developers

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Format: Paperback
Pub. Date: 2004-09-30
Publisher(s): Oreilly & Associates Inc
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Summary

Wading through volumes of technical info can be a daunting task for upcoming game AI developers, and that's where our AI guide comes in. This book is to game AI what our Physics for Game Developers is to game physics-a non- threatening introduction to a complex subject. AI for Game Developers pulls together the information that novice game developers need to get a jump start in field of game AI development. The book presents relevant theory on a wide range of topics, backed by code samples throughout.

Author Biography

As a naval architect and marine engineer, David M. Bourg performs computer simulations and develops analysis tools that measure such things as hovercraft performance and the effect of waves on the motion of ships and boats. He teaches at the college level in the areas of ship design, construction and analysis. On occasion, David also lectures at high schools on topics such as naval architecture and software development. In addition to David's practical engineering background, he's professionally involved in computer game development and consulting through his company, Crescent Vision Interactive. Current projects include a massively multiplayer online role-playing game, several Java-based multiplayer games, and the porting of Hasbro's "Breakout" to the Macintosh.

Glenn Seemann is a veteran game programmer with over a dozen games to his credit, for Mac and Windows systems. He's a co-founder with David Bourg of Crescent Vision Interactive, a game development company specializing in cross-platform games.

Table of Contents

Preface ix
Introduction to Game Al
1(5)
Deterministic Versus Nondeterministic AI
2(1)
Established Game AI
3(1)
The Future of Game AI
4(2)
Chasing and Evading
6(21)
Basic Chasing and Evading
7(2)
Line-of-Sight Chasing
9(1)
Line-of-Sight Chasing in Tiled Environments
10(10)
Intercepting
20(7)
Pattern Movement
27(25)
Standard Algorithm
28(2)
Pattern Movement in Tiled Environments
30(8)
Pattern Movement in Physically Simulated Environments
38(14)
Flocking
52(28)
Classic Flocking
53(2)
Flocking Example
55(18)
Obstacle Avoidance
73(3)
Follow the Leader
76(4)
Potential Function-Based Movement
80(16)
How Can You Use Potential Functions for Game AI?
80(2)
Chasing/Evading
82(5)
Obstacle Avoidance
87(2)
Swarming
89(5)
Optimization Suggestions
94(2)
Basic Pathfinding and Waypoints
96(30)
Basic Pathfinding
96(5)
Breadcrumb Pathfinding
101(8)
Path Following
109(6)
Wall Tracing
115(5)
Waypoint Navigation
120(6)
A* Pathfinding
126(23)
Defining the Search Area
126(2)
Starting the Search
128(4)
Scoring
132(9)
Finding a Dead End
141(1)
Terrain Cost
141(5)
Influence Mapping
146(2)
Further Information
148(1)
Scripted AI and Scripting Engines
149(16)
Scripting Techniques
149(1)
Scripting Opponent Attributes
150(1)
Basic Script Parsing
151(3)
Scripting Opponent Behavior
154(3)
Scripting Verbal Interaction
157(5)
Scripting Events
162(2)
Further Information
164(1)
Finite State Machines
165(23)
Basic State Machine Model
165(3)
Finite State Machine Design
168(2)
Ant Example
170(17)
Further Information
187(1)
Fuzzy Logic
188(24)
How Can You Use Fuzzy Logic in Games?
190(2)
Fuzzy Logic Basics
192(13)
Control Example
205(2)
Threat Assessment Example
207(5)
Rule-Based AI
212(16)
Rule-Based System Basics
214(4)
Fighting Game Strike Prediction
218(8)
Further Information
226(2)
Basic Probability
228(16)
How Do You Use Probability in Games?
228(4)
What is Probability?
232(6)
Probability Rules
238(4)
Conditional Probability
242(2)
Decisions Under Uncertainty---Bayesian Techniques
244(25)
What is a Bayesian Network?
245(4)
Trapped?
249(5)
Treasure?
254(4)
By Air or Land
258(4)
Kung Fu Fighting
262(5)
Further Information
267(2)
Neural Networks
269(47)
Dissecting Neural Networks
274(11)
Training
285(4)
Neural Network Source Code
289(16)
Chasing and Evading with Brains
305(10)
Further Information
315(1)
Genetic Algorithms
316(33)
Evolutionary Process
317(4)
Evolving Plant Life
321(6)
Genetics in Game Development
327(20)
Further Information
347(2)
Appendix: Vector Operations 349(10)
Index 359

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