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AI and Artificial Life in Video Games by Guy W. Lecky-Thompson

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Chapter 4. The A-Life Programming Paradigm

In This Chapter

This chapter will introduce the paradigm that should be followed when designing and programming A-Life in video games. It will prepare you for Chapter 5, “Building Blocks,” and Chapter 6, “The Power of Emergent Behavior,” which will build on this preparatory information. This chapter will begin to show how A-Life can be worked into most video game projects. Then, Chapter 6 will present some actual nuts and bolts of AI and A-Life mechanisms, with Chapter 7, “Testing with Artificial Life,” tackling the implementation of the entire gaming system.

The first step is to understand the thought process that needs ...

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