Books & Videos

Table of Contents

  1. Chapter 1 Introduction to Game AI

    1. Deterministic Versus Nondeterministic AI

    2. Established Game AI

    3. The Future of Game AI

  2. Chapter 2 Chasing and Evading

    1. Basic Chasing and Evading

    2. Line-of-Sight Chasing

    3. Line-of-Sight Chasing in Tiled Environments

    4. Line-of-Sight Chasing in Continuous Environments

    5. Intercepting

  3. Chapter 3 Pattern Movement

    1. Standard Algorithm

    2. Pattern Movement in Tiled Environments

    3. Pattern Movement in Physically Simulated Environments

  4. Chapter 4 Flocking

    1. Classic Flocking

    2. Flocking Example

    3. Obstacle Avoidance

    4. Follow the Leader

  5. Chapter 5 Potential Function-Based Movement

    1. How Can You Use Potential Functions for Game AI?

    2. Chasing/Evading

    3. Obstacle Avoidance

    4. Swarming

    5. Optimization Suggestions

  6. Chapter 6 Basic Pathfinding and Waypoints

    1. Basic Pathfinding

    2. Breadcrumb Pathfinding

    3. Path Following

    4. Wall Tracing

    5. Waypoint Navigation

  7. Chapter 7 A∗ Pathfinding

    1. Defining the Search Area

    2. Starting the Search

    3. Scoring

    4. Finding a Dead End

    5. Terrain Cost

    6. Influence Mapping

    7. Further Information

  8. Chapter 8 Scripted AI and Scripting Engines

    1. Scripting Techniques

    2. Scripting Opponent Attributes

    3. Basic Script Parsing

    4. Scripting Opponent Behavior

    5. Scripting Verbal Interaction

    6. Scripting Events

    7. Further Information

  9. Chapter 9 Finite State Machines

    1. Basic State Machine Model

    2. Finite State Machine Design

    3. Ant Example

    4. Further Information

  10. Chapter 10 Fuzzy Logic

    1. How Can You Use Fuzzy Logic in Games?

    2. Fuzzy Logic Basics

    3. Control Example

    4. Threat Assessment Example

  11. Chapter 11 Rule-Based AI

    1. Rule-Based System Basics

    2. Fighting Game Strike Prediction

    3. Further Information

  12. Chapter 12 Basic Probability

    1. How Do You Use Probability in Games?

    2. What is Probability?

    3. Probability Rules

    4. Conditional Probability

  13. Chapter 13 Decisions Under Uncertainty—Bayesian Techniques

    1. What is a Bayesian Network?

    2. Trapped?

    3. Treasure?

    4. By Air or Land

    5. Kung Fu Fighting

    6. Further Information

  14. Chapter 14 Neural Networks

    1. Dissecting Neural Networks

    2. Training

    3. Neural Network Source Code

    4. Chasing and Evading with Brains

    5. Further Information

  15. Chapter 15 Genetic Algorithms

    1. Evolutionary Process

    2. Evolving Plant Life

    3. Genetics in Game Development

    4. Further Information

  1. Appendix Vector Operations

    1. Vector Class

    2. Magnitude

    3. Vector Functions and Operators

  2. Colophon