AI Game Engine Programming 2nd Edition by Brian Schwab- Ebook PDF Instant Download/Delivery: 978-1584505723, 978-1584505723
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Product details:
ISBN 10: 1584505723
ISBN 13: 978-1584505723
Author: Brian Schwab
A fully revised update to the first edition, “AI Game Engine Programming, Second Edition” provides game developers with the tools and information they need to create modern game AI engines. Covering the four principle elements of game artificial intelligence, the book takes you from theory to actual game development, going beyond merely discussing how a technique might be used. Beginning with a clear definition of game AI, you’ll learn common terminology, the underlying concepts of AI, and you’ll explore the different parts of the game AI engine. You’ll then take a look at AI design considerations, solutions, and even common pitfalls genre-by-genre, covering the majority of modern game genres and examining concrete examples of AI used in actual commercial games. Finally, you’ll study actual code implementations for each AI technique presented, both in skeletal form and as part of a real-world example, to learn how it works in an actual game engine and how it can be optimized in the fut
Table of contents:
1 Basic Definitions and Concepts
What Is Intelligence?
What Is “Game AI”?
What Game Al Is Not
How This Definition Differs from That of Academic AI
Applicable Mind Science and Psychology Theory
Brain Organization
Knowledge Base and Learning
Cognition
Theory of Mind
Bounded Optimality
Lessons from Robotics
Simplicity of Design and Solution
Theory of Mind
Multiple Layered Decision Architectures
Summary
2 An Al Engine: The Basic Components and Design
Decision Making and Inference
Types of Solutions
Agent Reactivity
System Realism
Genre
Content
Platform
Development Limitations
Entertainment Limitations
Input Handlers and Perception
Perception Type
Update Regularity
Reaction Time
Thresholds
Load Balancing
Computation Cost and Preconditions
Navigation
Grid-Based
Simple Avoidance and Potential Fields
Map Node Networks
Navigation Mesh
Combination Systems
Obstacle Avoidance
Bringing It All Together
Summary
3 Alsteroids: Our Al Test Bed
The GameObj Class
The GameObj Update Function
The Ship Object
The Other Game Objects
The GameSession Class
Primary Logic and Collision Checking
Object Cleanup
Spawning Main Ship and Powerups
Bonus Lives
End of Level and Game
The Control Class
The AI System Hooks
Game Main Loop
Summary
4 Role-Playing Games (RPGs)
Common AI Elements
Enemies
Bosses
Nonplayer Characters (NPCs)
Shopkeepers
Party Members
Useful Al Techniques
Scripting
Finite-State Machines (FSMs)
Messaging
Examples
Exceptions
Specific Game Elements That Need Improvement
Role Playing Does Not Equal Combat
Grammar Machines
Quest Generators
Better Party Member AI
Better Enemies
Fully-Realized Towns
Summary
5 Adventure Games
Common AI Elements
Enemy AI
Nonplayer Characters (NPCs)
Cooperative Elements
Perception Systems
Camera
Useful Al Techniques
Finite-State Machines (FSMs)
Scripting Systems
Messaging Systems
Fuzzy Logic
Areas That Need Improvement
Additional Types of Stealth Goals
A Return to Traditional Adventure Roots
Better NPC Communication
User Interface
Summary
6 Real-Time Strategy (RTS) Games
Common AI Elements
Individual Units
Economic Individual Units
High-Level Strategic AI
Commanders and Medium-Level Strategic Elements
Town Building
Indigenous Life
Pathfinding
Tactical and Strategic Support Systems
Useful Al Techniques
Messaging
Finite-State Machines (FSMs)
Fuzzy-State Machines (FuSMs)
Hierarchical AI
Planning
Scripting
Contain
Data-Driven Al
Examples
Areas That Need Improvement
Learning
Determining When an AI Element Is Stuck
Helper AI
Opponent Personality
More Strategy, Less Tactics
Summary
7 First-Person Shooters/Third-Person Shooters (FTPS)
Common AI Elements
Enemies
Boss Enemies
Deathmatch Opponents
Weapons
Cooperative Agents
Squad Members
Pathfinding
Spatial Reasoning
Useful AI Techniques
Finite-State Machines (FSMs)
Fuzzy-State Machines (FuSMs)
Messaging Systems
Scripting Systems
Examples
Areas That Need Improvement
Learning and Opponent Modeling
Personality
Creativity
Anticipation
Better Conversation Engines
Motivations
Better Squad AI
Summary
8 Platform Games
Common AI Elements
Enemies
Boss Enemies
Cooperative Elements
Camera
Useful Al Techniques
Finite-State Machines (FSMs)
Messaging Systems
Scripted Systems
Data-Driven Systems
Examples
Areas That Need Improvement
Camerawork
Help Systems
Summary
9 Shooter Games
Common AI Elements
Enemies
Boss Enemies
Cooperative Elements
Useful Al Techniques
Finite-State Machines (FSMs)
Scripted Systems
Data-Driven Systems
Exceptions
Examples
Areas That Need Improvement
Infusion of Actual AI
Story-Driven Content
Innovative Gameplay Mechanics
Summary
10 Sports Games
Common AI Elements
Coach- or Team-Level Al
Player-Level AI
Pathfinding
Camera
Miscellaneous Elements
Mini-Games
Useful Al Techniques
Finite-State Machines (FSMs) and Fuzzy-State
Machines (FuSMs)
Data-Driven Systems
Messaging Systems
Examples
Areas That Need Improvement
Learning
Game Balance
Gameplay Innovation
Summary
11 Racing Games
Common AI Elements
Track AI
Traffic
Pedestrians
Enemy and Combat
Nonplayer Characters (NPC)
Other Competitive Behavior
Useful Al Techniques
Finite-State Machines (FSMs)
Scripted Systems
Messaging Systems
Genetic Algorithms
Areas That Need Improvement
Areas of Interest Other Than Crime
More Intelligent AI Enemies
Persistent Worlds
Summary
12 Classic Strategy Games
Common AI Elements
Opponent AI
Helper Al
Useful Al Techniques
Finite-State Machines (FSMs)
Alpha-Beta Search
Neural Nets (NNs)
Genetic Algorithms (GAs)
Areas That Need Improvement
Creativity
Speed
Summary
13 Fighting Games
Common AI Elements
Enemies
Collision Systems
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Tags: Brian Schwab, AI Game, Engine Programming


