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Practical game AI programming : create game AI and implement cutting edge AI algorithms from scratch / Micael DaGraça.

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O'Reilly Online Learning: Academic/Public Library Edition Available online

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Format:
Book
Author/Creator:
DaGraça, Micael, author.
Language:
English
Subjects (All):
Artificial intelligence.
Physical Description:
1 online resource (1 volume) : illustrations
Edition:
1st edition
Place of Publication:
Birmingham, [England] ; Mumbai, [India] : Packt, 2017.
System Details:
text file
Biography/History:
DaGraca Micael: Micael DaGraca is a professional game designer and interactive creator who works with independent video game studios and creates interactive apps focused on the health and pharmaceutical industries. He studied digital arts at the University of IESA Multimedia, Paris, and ESAD Matosinhos. He started his career as a project manager in a small studio and then gradually started working as a game developer by helping other studios to develop their games. More recently, he has been creating interactive content for the pharmaceutical industry.
Summary:
Jump into the world of Game AI development About This Book Move beyond using libraries to create smart game AI, and create your own AI projects from scratch Implement the latest algorithms for AI development and in-game interaction Customize your existing game AI and make it better and more efficient to improve your overall game performance Who This Book Is For This book is for game developers with a basic knowledge of game development techniques and some basic programming techniques in C# or C++. What You Will Learn Get to know the basics of how to create different AI for different type of games Know what to do when something interferes with the AI choices and how the AI should behave if that happens Plan the interaction between the AI character and the environment using Smart Zones or Triggering Events Use animations correctly, blending one animation into another and rather than stopping one animation and starting another Calculate the best options for the AI to move using Pruning Strategies, Wall Distances, Map Preprocess Implementation, and Forced Neighbours Create Theta algorithms to the AI to find short and realistic looking paths Add many characters into the same scene and make them behave like a realistic crowd In Detail The book starts with the basics examples of AI for different game genres and directly jumps into defining the probabilities and possibilities of the AI character to determine character movement. Next, you'll learn how AI characters should behave within the environment created. Moving on, you'll explore how to work with animations. You'll also plan and create pruning strategies, and create Theta algorithms to find short and realistic looking game paths. Next, you'll learn how the AI should behave when there is a lot of characters in the same scene. You'll explore which methods and algorithms, such as possibility maps, Forward Chaining Plan, Rete Algorithm, Pruning Strategies, Wall Distances, and Map Preprocess Implementation should be used on different occasions. You'll discover how to overcome some limitations, and how to deliver a better experience to the player. By the end of the book, you think differently about AI. Style and approach The book has a step-by-step tutorial style approach. The algorithms are explained by implementing them in #.
Contents:
Cover
Credits
About the Author
About the Reviewer
www.PacktPub.com
Customer Feedback
Table of Contents
Preface
Chapter 1: Different Problems Require Different Solutions
A brief history of and solutions to game AI
Enemy AI in video games
From simple to smart and human-like AI
Visual and audio awareness
Summary
Chapter 2: Possibility and Probability Maps
Game states
Possibility maps
How to use possibility maps
Preparing a possibility map (FPS)
Creating a possibility map (FPS)
Defining the states
DEFENSIVE state
AGGRESSIVE state
Possibility map conclusion
Probability maps
How to use probability maps
Where to go from here
Chapter 3: Production System
Automated finite-state machines (AFSMs)
Calculating chances
Utility-based functions
Dynamic game AI balancing
Chapter 4: Environment and AI
Visual interactions
Basic environment interactions
Moving environment objects
Obstructive environment objects
Breaking down the environment by area
Advanced environment interactions
Adapting to unstable terrain
Using raycast to evaluate decisions
Chapter 5: Animation Behaviors
2D animation versus 3D animation
2D animation - sprites
3D animation - bone structure
The main differences
Animation state machines
Smooth transitions
Chapter 6: Navigation Behavior and Pathfinding
Navigation behavior
Choosing a new direction
Avoid walking against walls
Choosing an alternative path
Point to point movement
Tower defense genre
Racing genre
MOBA genre
Point to point movement and avoiding dynamic objects
Chapter 7: Advanced Pathfinding
Simple versus advanced pathfinding
A* search algorithm
How it works
Disadvantages of using A*.
Going directly from A to B
From point A to B with obstacles in the way
Generating grid nodes
Pathfinding implementation
Chapter 8: Crowd Interactions
What is crowd interaction
Video games and crowd interactions
Assassin's Creed
Grand Theft Auto (GTA)
The Sims
FIFA/Pro evolution soccer
Planning crowd interactions
Group fight
Communication (attention zones)
Communication (talking to other AI characters)
Team sports
Crowd collision avoidance
Chapter 9: AI Planning and Collision Avoidance
Search
Offensive search
Predicting opponent actions
Collision avoidance
Chapter 10: Awareness
Stealth sub-genre
About tactics
About awareness
Implementing vision awareness
Basic vision detection
Advanced vision detection
Realistic field of view effect
Index.
Notes:
Includes index.
Description based on online resource; title from PDF title page (ebrary, viewed October 19, 2017).
OCLC:
995052702

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