New PDF release: AI for Game Developers

By David M. Bourg

ISBN-10: 0596005555

ISBN-13: 9780596005559

Advances in 3D visualization and physics-based simulation expertise make sure that online game builders to create compelling, visually immersive gaming environments that have been simply dreamed of years in the past. yet contemporary online game gamers have grown in sophistication in addition to the video games they play. it truly is now not sufficient to wow your avid gamers with miraculous snap shots; your next step in growing much more immersive video games is stronger man made intelligence, or AI.

Fortunately, complicated AI video game innovations are in the clutch of each video game developer--not simply those that devote their careers to AI. if you are new to online game programming or if you are an skilled video game programmer who must wake up to pace quick on AI options, you will discover AI for online game builders to be definitely the right start line for knowing and using AI suggestions on your video games.

Written for the amateur AI programmer, AI for video game builders introduces you to suggestions equivalent to finite kingdom machines, fuzzy common sense, neural networks, and so on, in hassle-free, easy-to-understand language, supported with code samples in the course of the complete publication (written in C/C++). From uncomplicated options resembling chasing and evading, development circulate, and flocking to genetic algorithms, the booklet offers a mixture of deterministic (traditional) and non-deterministic (newer) AI suggestions aimed squarely at novices AI builders. different issues lined within the ebook comprise: power functionality dependent activities: a strategy that handles chasing, evading swarming, and collision avoidance at the same time easy pathfinding and waypoints, together with a complete bankruptcy dedicated to the A* pathfinding set of rules AI scripting Rule-based AI: find out about variations except fuzzy good judgment and finite nation machines simple likelihood Bayesian ideas not like different books at the topic, AI for online game builders does not try and hide each element of video game AI, yet to offer you usable, complicated recommendations you could practice in your video games instantaneously. If you could have desired to use AI to expand the play-life of your video games, lead them to extra hard, and most significantly, lead them to extra enjoyable, then this publication is for you.

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Extra resources for AI for Game Developers

Example text

A more sophisticated approach is to have them walk directly toward the target from different directions. It's interesting to note that both paths shown in Figure 2-4 are the same distance. The line-of-sight method, however, appears more natural and direct, which in turn makes the troll seem more intelligent. So, the objective for the line-of-sight approach is to calculate a path so that the troll appears to be walking in a straight line toward the player. The approach we'll take to solve this problem involves using a standard line algorithm that is typically used to draw lines in a pixel environment.

This will make the predator turn right around and head back directly toward the prey, at which point the intercept algorithm can kick back in to effect an interception. Earlier we told you that chasing and evading involves two, potentially three, distinct problems: deciding to chase or evade, actually effecting the chase or evasion, and obstacle avoidance. In this chapter we discussed the second problem of effecting the chase or evasion from a few different perspectives. These included basic chasing, line-of-sight chasing, and intercepting in both tiled and continuous environments.

The array is indexed each time through the loop so that a new set of movement instructions gets processed each time through. Example 3-1 shows a typical set of control instructions. Example 3-1. Control instructions data structure ControlData { double turnRight; double turnLeft; double stepForward; double stepBackward; }; In this example, turnRight and turnLeft would contain the number of degrees by which to turn right or left. If this were a tile-based game in which the number of directions in which a character could head is limited, turnRight and turnLeft could mean turn right or left by one increment.

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AI for Game Developers by David M. Bourg

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