
Programming Believable Characters For Computer Games
Penny Baillie-de Byl - Collection Game development series
Résumé
Computer games have evolved from simple, little programs to major Hollywood-type productions. And today's player expectations have kept pace with this evolution - they expect truly believable gaming environments with complex stories, characters, and action. To achieve this quality, developers need to incorporate the most cutting-edge tools and techniques available. Programming Believable Characters for Computer Games is written to provide such a resource. It takes current research in artificial intelligence and games and presents both the concepts and architectures through practical programming examples.
The book focuses on the higher-level AI needed to develop interesting and believable, non-player characters that can learn and express emotions. With an emphasis on pathfinding, decision trees, finite-state machines, rule-based systems, and goal-oriented action planning, it addresses the current topics in game development.
Throughout the book, programmers work through the step-by-step creation of a 3D animated autonomous character. Each chapter covers the theory of the topic and then applies it through practical hands-on exercises. The creation process works from design, modeling, and animation to the development of the artificial brain, which includes techniques for learning, socializing, communicating, navigating, and adapting to its environment.
This is a comprehensive resource that brings current games research into the hands of programmers.
Features
- Provides practical instruction, software, and source code for the development of a fully functioning character in a 3D environment
- Covers all the major areas of a non-player character development, including meshes and skins, inverse kinematics, human interaction, and traditional and experimental AI procedures
- Details new behavioral aspects of non-player characters, including the psychological aspects of game theory, emotional computing, and agent architectures
- Learn how to develop human-like, complex game characters that will enhance the believability of your games
- Explore the behavioral aspects of non-player characters, including the psychological aspects of games theory, emotional computing, and agent architectures
- Delve into the design and programming of AI and intelligent-agent architectures based on the most current research
L'auteur - Penny Baillie-de Byl
Dr. Penny Baillie-de Byl (Australia) has been researching in the area of artificial intelligence since 1995. She has had a number of international conference papers, journal papers, several book chapters, and a book published in this area. During her twelve-year career as a university lecturer she has consulted as a computer programmer, systems simulator, and Web site application engineer. Dr. Baillie-de Byl currently works at the University of Southern Queensland in Australia where she teaches computer programming, computer graphics and computer game development.
Sommaire
- An Overview of Non-Player Characters in Games
- The Embodiment of Artificial Players
- Classical Game Theory and Human Behavior
- Logic, Knowledge Representation, and Inference
- AI Techniques for Programming Believable Behaviors
- Structuring an Intelligent Non-Player Character
- Creating Believable Non-Player Characters
- Appendix A About the CD-ROM
- Appendix B Answers to the Exercises
Caractéristiques techniques
PAPIER | |
Éditeur(s) | Charles River Media |
Auteur(s) | Penny Baillie-de Byl |
Collection | Game development series |
Parution | 13/07/2004 |
Nb. de pages | 465 |
Format | 19 x 23,5 |
Couverture | Broché |
Poids | 985g |
Intérieur | Noir et Blanc |
EAN13 | 9781584503231 |
ISBN13 | 978-1-58450-323-1 |
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