
AI for Game Developers
Creating Intelligent Behavior in Games
David M. Bourg, Glenn Seeman - Collection Game Programming
Résumé
Have game characters that won't chase? Prey that runs into obstacles? Sick of non-player characters that don't move as a group? Now advanced artificial intelligence (AI) game techniques to combat such issues are within your grasp. Whether you're new to game programming or you're an experienced game programmer who needs to get up to speed quickly on AI techniques, you'll find AI for Game Developers to be the perfect starting point for understanding and applying AI techniques to your games. This book will provide you with usable, advanced techniques that you can apply to your games right now. If you've wanted to use AI to extend the play-life of your games, make them more challenging, and, most importantly, make them more fun, then this book is for you.
David M. Bourg (author of the successful Physics for Game Developers) and Glenn Seemann introduce you to techniques such as finite state machines, fuzzy logic, and neural networks in straightforward, easy-to-understand language, supported with code samples throughout the book (written in C/C++). From basic game behaviors such as chasing and evading, pattern movement, and flocking, to anticipating player moves, this book shows you how to apply AI techniques to give your game characters believable intelligence. These techniques include a diverse mix of deterministic (traditional) and non-deterministic (newer) AI techniques aimed squarely at beginner AI developers.
Other topics covered include:
- Handling chasing, evading, swarming, and obstacle avoidance using a single technique based on potential functions
- Solving pathfinding problems using several techniques, including waypoints and the venerable A* algorithm
- Extending a game's underlying AI and exposing the AI engine to designers and players using AI scripting
- Giving your game characters reasoning capabilities with rule-based AI, including fuzzy logic and finite state machines
- Dealing with uncertainty by applying basic probability and advanced techniques such as Bayesian inference
L'auteur - David M. Bourg
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.
L'auteur - Glenn Seeman
Glenn Seeman 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.
Sommaire
- Introduction to Game AI
- Chasing and Evading
- Pattern Movement
- Flocking
- Potential Function-Based Movement
- Basic Pathfinding and Waypoints
- A* Pathfinding
- Scripted Al and Scripting Engines
- Finite State Machines
- Fuzzy Logic
- Rule-Based Al
- Basic Probability
- Decisions Under Uncertainty-Bayesian Techniques
- Neural Networks
- Genetic Algorithms
- Appendix: Vector Operations
Caractéristiques techniques
PAPIER | |
Éditeur(s) | O'Reilly |
Auteur(s) | David M. Bourg, Glenn Seeman |
Collection | Game Programming |
Parution | 06/01/2005 |
Nb. de pages | 371 |
Format | 17,5 x 23,5 |
Couverture | Broché |
Poids | 643g |
Intérieur | Noir et Blanc |
EAN13 | 9780596005559 |
ISBN13 | 978-0-596-00555-9 |
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