AI Game Engine Programming | by Brian Schwab | 2009 | ISBN: 9781584505723. Artificial Intelligence Books. Distributed AI Design. Adventure Games. Real-Time Strategy (RTS) Games. Platform Games. Shooter Games. Racing Games. Classic Strategy Games. Fighting Games. Artificial Life (Alife) Games
AI Game Engine Programming
by Brian Schwab
2009 (741 pages)
ISBN:9781584505723
Covering the four principle elements of game artificial intelligence, this book provides game developers with the tools and information they need to create modern game AI engines.
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AI Game Engine Programming
Preface
Introduction
Content Overview
Audience
Chapter 1 – Basic Definitions and Concepts
What Is Intelligence?
What Is “Game AI”?
What Game AI Is Not
How This Definition Differs from That of Academic AI
Applicable Mind Science and Psychology Theory
Lessons from Robotics
Summary
Chapter 2 – An AI Engine: The Basic Components and Design
Decision Making and Inference
Input Handlers and Perception
Navigation
Bringing It All Together
Summary
Chapter 3 – AIsteroids: Our AI Test Bed
Overview
The GameObj Class
The GameObj Update Function
The Ship Object
The Other Game Objects
The GameSession Class
The Control Class
The AI System Hooks
Game Main Loop
Summary
Chapter 4 – Role-Playing Games (RPGs)
Overview
Common AI Elements
Useful AI Techniques
Examples
Exceptions
Specific Game Elements That Need Improvement
Grammar Machines
Quest Generators
Better Party Member AI
Better Enemies
Fully-Realized Towns
Summary
Chapter 5 – Adventure Games
Overview
Common AI Elements
Useful AI Techniques
Areas That Need Improvement
Summary
Chapter 6 – Real-Time Strategy (RTS) Games
Common AI Elements
Useful AI Techniques
Examples
Areas That Need Improvement
Summary
Chapter 7 – First-Person Shooters/Third-Person Shooters (FTPS)
Overview
Common AI Elements
Useful AI Techniques
Examples
Areas That Need Improvement
Summary
Chapter 8 – Platform Games
Overview
Common AI Elements
Useful AI Techniques
Examples
Areas That Need Improvement
Summary
Chapter 9 – Shooter Games
Overview
Common AI Elements
Useful AI Techniques
Exceptions
Examples
Areas That Need Improvement
Summary
Chapter 10 – Sports Games
Overview
Common AI Elements
Useful AI Techniques
Examples
Areas That Need Improvement
Summary
Chapter 11 – Racing Games
Overview
Common AI Elements
Useful AI Techniques
Areas That Need Improvement
Summary
Chapter 12 – Classic Strategy Games
Overview
Common AI Elements
Useful AI Techniques
Areas That Need Improvement
Summary
Chapter 13 – Fighting Games
Overview
Common AI Elements
Useful AI Techniques
Areas That Need Improvement
Summary
Chapter 14 – Miscellaneous Genres of Note
Civilization Games
God Games
War Games
Flight Simulators (SIMS)
Rhythm Games
Puzzle Games
Artificial Life (Alife) Games
Summary
Chapter 15 – Finite-State Machines
FSM Overview
FSM Skeletal Code
Implementing an FSM-Controlled Ship into Our Test Bed
Example Implementation
Performance of the AI with This System
Extensions to the Paradigm
Optimizations
Design Considerations
Summary
Chapter 16 – Fuzzy-State Machines (FuSMs)
FuSM Overview
FuSM Skeletal Code
Implementing an FuSM-Controlled Ship into Our Test Bed
Example Implementation
Coding the Control Class
Performance of the AI with This System
Extensions to the Paradigm
Optimizations
Design Considerations
Summary
Chapter 17 – Message-Based Systems
Messaging Overview
Messaging Skeletal Code
Client Handlers
Example Implementation in Our AIsteroids Test Bed
Coding the States
Performance of the AI with This System
Extensions to the Paradigm
Optimizations
Design Considerations
Summary
Chapter 18 – Scripting Systems
Scripting Overview
Example Implementation in Our AIsteroids Test Bed
Performance of the AI with This System
Embedding Lua
Example Implementation in the AIsteroids Test Bed
Performance of the AI with This System
Extensions to the Scripting Paradigm
Optimizations
Design Considerations
Summary
Chapter 19 – Location-Based Information Systems
Location-Based Information Systems Overview
How These Techniques Are Used
Influence Mapping Skeletal Code and Test-Bed Implementation
Pros of Location-Based Information Systems
Cons of Location-Based Information Systems
Extensions to the Paradigm
Optimizations
Design Considerations
Summary
Chapter 20 – Steering Behaviors
Steering Behavior Overview
Steering Skeletal Code
Implementing a Steering-Controlled Ship into Our Test Bed
Performance of the AI with This System
Extensions to the Paradigm
Optimizations
Design Considerations
Summary
Chapter 21 – Combination Systems
The Demo
FSM Changes
Steering Changes
Performance of the AI with This System
Extensions to the Paradigm
Summary
Chapter 22 – Genetic Algorithms
Overview
Basic Genetic Method
Representing the Problem
Implementing a Genetic Algorithm System into the AIsteroids Test Bed
Performance Within the Test Bed
Extensions to the Paradigm
Design Considerations
Summary
Chapter 23 – Neural Networks
Neural Nets in Nature
Artificial Neural Nets Overview
Using a Neural Net
An Aside on Neural Network Activity
Implementing a Neural Net Within the AIsteroids Test Bed
Performance Within the Test Bed
Optimization
Pros of Neural Net-Based Systems
Cons of Neural Net-Based Systems
Extensions to the Paradigm
Design Considerations
Summary
Chapter 24 – Other Techniques of Note
Artificial Life
Planning Algorithms
Production Systems
Decision Trees
Fuzzy Logic
Summary
Chapter 25 – Distributed AI Design
Basic Overview
The Distributed Layers
Summary
Chapter 26 – Common AI Development Concerns
Design Considerations
Entertainment Considerations
Production Concerns
Summary
Chapter 27 – Debugging
General Debugging of AI Systems
Visual Debugging
Widgets
Summary
Chapter 28 – Conclusions, and the Future
Overview
What Game AI Will Be in the Future
Appendix A – About the CD
Contents
System Requirements
Appendix B – References
Chapter 1
Chapter 2
Chapter 22
Chapter 24
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