Publisher: O'Reilly Media Released: July 2004 Pages: 400
Advances in 3D visualization and physics-based simulation technology make it possible for game developers to create compelling, visually immersive gaming environments that were only dreamed of years ago. But today's game players have grown in sophistication along with the games they play. It's no longer enough to wow your players with dazzling graphics; the next step in creating even more immersive games is improved artificial intelligence, or AI. Fortunately, advanced AI game techniques are within the grasp of every game developer--not just those who dedicate their careers to AI. If you're new to game programming or if 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. Written for the novice AI programmer, AI for Game Developers introduces you to techniques such as finite state machines, fuzzy logic, neural networks, and many others, in straightforward, easy-to-understand language, supported with code samples throughout the entire book (written in C/C++). From basic techniques such as chasing and evading, pattern movement, and flocking to genetic algorithms, the book presents a mix of deterministic (traditional) and non-deterministic (newer) AI techniques aimed squarely at beginners AI developers. Other topics covered in the book include: - Potential function based movements: a technique that handles chasing, evading swarming, and collision avoidance simultaneously
- Basic pathfinding and waypoints, including an entire chapter devoted to the A* pathfinding algorithm
- AI scripting
- Rule-based AI: learn about variants other than fuzzy logic and finite state machines
- Basic probability
- Bayesian techniques
Unlike other books on the subject, AI for Game Developers doesn't attempt to cover every aspect of game AI, but to provide you with usable, advanced techniques 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. |
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Chapter 1 Introduction to Game AI -
Deterministic Versus Nondeterministic AI -
Established Game AI -
The Future of Game AI -
Chapter 2 Chasing and Evading -
Basic Chasing and Evading -
Line-of-Sight Chasing -
Line-of-Sight Chasing in Tiled Environments -
Line-of-Sight Chasing in Continuous Environments -
Intercepting -
Chapter 3 Pattern Movement -
Standard Algorithm -
Pattern Movement in Tiled Environments -
Pattern Movement in Physically Simulated Environments -
Chapter 4 Flocking -
Classic Flocking -
Flocking Example -
Obstacle Avoidance -
Follow the Leader -
Chapter 5 Potential Function-Based Movement -
How Can You Use Potential Functions for Game AI? -
Chasing/Evading -
Obstacle Avoidance -
Swarming -
Optimization Suggestions -
Chapter 6 Basic Pathfinding and Waypoints -
Basic Pathfinding -
Breadcrumb Pathfinding -
Path Following -
Wall Tracing -
Waypoint Navigation -
Chapter 7 A∗ Pathfinding -
Defining the Search Area -
Starting the Search -
Scoring -
Finding a Dead End -
Terrain Cost -
Influence Mapping -
Further Information -
Chapter 8 Scripted AI and Scripting Engines -
Scripting Techniques -
Scripting Opponent Attributes -
Basic Script Parsing -
Scripting Opponent Behavior -
Scripting Verbal Interaction -
Scripting Events -
Further Information -
Chapter 9 Finite State Machines -
Basic State Machine Model -
Finite State Machine Design -
Ant Example -
Further Information -
Chapter 10 Fuzzy Logic -
How Can You Use Fuzzy Logic in Games? -
Fuzzy Logic Basics -
Control Example -
Threat Assessment Example -
Chapter 11 Rule-Based AI -
Rule-Based System Basics -
Fighting Game Strike Prediction -
Further Information -
Chapter 12 Basic Probability -
How Do You Use Probability in Games? -
What is Probability? -
Probability Rules -
Conditional Probability -
Chapter 13 Decisions Under Uncertainty—Bayesian Techniques -
What is a Bayesian Network? -
Trapped? -
Treasure? -
By Air or Land -
Kung Fu Fighting -
Further Information -
Chapter 14 Neural Networks -
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Dissecting Neural Networks -
Training -
Neural Network Source Code -
Chasing and Evading with Brains -
Further Information -
Chapter 15 Genetic Algorithms -
Evolutionary Process -
Evolving Plant Life -
Genetics in Game Development -
Further Information -
Appendix Vector Operations -
Vector Class -
Magnitude -
Vector Functions and Operators -
Colophon |
- Title:
- AI for Game Developers
- By:
- David M Bourg, Glenn Seemann
- Publisher:
- O'Reilly Media
- Formats:
-
- Print
- Safari Books Online
- Print:
- July 2004
- Pages:
- 400
- Print ISBN:
- 978-0-596-00555-9
- | ISBN 10:
- 0-596-00555-5
|
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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. View David M Bourg's full profile page. -
Glenn Seemann 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. View Glenn Seemann's full profile page. |
Colophon Our look is the result of reader comments, our own experimentation, and feedback from distribution channels. Distinctive covers complement our distinctive approach to technical topics, breathing personality and life into potentially dry subjects. The animal on the cover of AI for Game Developers is a Ring-tailed lemur. Ringtailed lemurs (Lemur catta) are found solely in Madagascar, an island off of southeast Africa. Ring-tailed lemurs have a distinctive bushy tail with alternating bands of black and white rings. Their tails can reach lengths of up to 25 inches. They also have a black, pointed muzzle, which is typical among the various species of lemur. These lemurs prefer more open areas, such as rocky plains and desert areas, and typically travel on the ground, although they will sometimes walk on large limbs in trees. This differentiates them from other lemur species, which prefer forested areas and travel almost exclusively in trees. Similar to cats, Ring-tailed lemurs have a reflective layer in the back of their eyes. This allows them to have excellent night vision. Their tails are highly scented, and are used to warn other lemurs of approaching danger. The tails are also an integral part of the mating process. The males will use their scent to try and attract the females, and vicious "stink fights" can often erupt within the group. Ring-tailed lemurs live in groups of between five and thirty members. They have distinct hierarchies that are enforced by frequent, aggressive confrontations between members. Females, who stay in the group for their entire lives, dominate the group. Males will often change groups at least once during their lifetime. Living in arid habitats, Ring-tailed lemurs quench their thirst with juicy fruits. They will also eat leaves, flowers, insects, and tree gum. Like most lemurs, Ring-tails have only one baby, although twins or even triplets are common when food is plentiful. Newborns are quite helpless and are carried around by the mother in her mouth until they can hold on to her fur by themselves. They will then ride around on the mother's back. They first begin to climb after about three weeks, and are usually independent after six months. They can live for up to 27 years in the wild. Darren Kelly was the production editor, Audrey Doyle was the copyeditor, and Kathryn Geddie was the proofreader for AI for Game Developers. Claire Cloutier provided quality control. TechBooks, Inc. provided production services and Ronald Prottsman wrote the index. Ellie Volckhausen designed the cover of this book, based on a series design by Edie Freedman. The cover image is a 19th-century engraving from Royal Natural History. Emma Colby produced the cover layout with QuarkXPress 4.1 using Adobe's ITC Garamond font. David Futato designed the interior layout. Techbooks, Inc. implemented the design. This book was converted by Andrew Savikas to FrameMaker 5.5.6 with a format conversion tool created by Erik Ray, Jason McIntosh, Neil Walls, and Mike Sierra that uses Perl and XML technologies. The text font is Linotype Birka; the heading font is Adobe Myriad Condensed; and the code font is LucasFont's TheSans Mono Condensed. The illustrations that appear in the book were produced by Robert Romano and Jessamyn Read using Macromedia FreeHand 9 and Adobe Photoshop 6. The tip and warning icons were drawn by Christopher Bing. This colophon was written by Darren Kelly. |
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Customer Reviews
9/21/2010 (1 of 1 customers found this review helpful) 4.0Applied theory that works By Creative Ben from Roskilde, Denmark About Me Developer, Maker - Accurate
- Easy to understand
- Helpful examples
4/1/2009 (5 of 6 customers found this review helpful) 4.0Excellent resource for Game AI By Paul Milbourne from Undisclosed 11/18/2006 (1 of 2 customers found this review helpful) 5.0Very helpful to me, providing essentials in a goed manner By Oskar Neugebauer from Undisclosed 9/30/2006 (0 of 2 customers found this review helpful) 3.0Knowledge necessary to develop the AI in you By Eduardo Cesar Lunardelli from Undisclosed 8/29/2006 (2 of 4 customers found this review helpful) By Rafael Almeida from Undisclosed 5/21/2006 (4 of 5 customers found this review helpful) By curtis from Undisclosed
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