Book description
Artificial Intelligence is an integral part of every video game. This book helps propfessionals keep up with the constantly evolving technological advances in the fast growing game industry and equips students with up-to-date infortmation they need to jumpstart their careers.
Table of contents
- Cover
- Half Title
- Title Page
- Copyright Page
- Dedication
- Table of Contents
- PART I AI and Games
-
PART II Techniques
-
CHAPTER 3 MOVEMENT
- 3.1 The Basics of Movement Algorithms
- 3.2 Kinematic Movement Algorithms
-
3.3 Steering Behaviors
- 3.3.1 Steering Basics
- 3.3.2 Variable Matching
- 3.3.3 Seek and Flee
- 3.3.4 Arrive
- 3.3.5 Align
- 3.3.6 Velocity Matching
- 3.3.7 Delegated Behaviors
- 3.3.8 Pursue and Evade
- 3.3.9 Face
- 3.3.10 Looking Where You’re Going
- 3.3.11 Wander
- 3.3.12 Path Following
- 3.3.13 Separation
- 3.3.14 Collision Avoidance
- 3.3.15 Obstacle and Wall Avoidance
- 3.3.16 Summary
- 3.4 Combining Steering Behaviors
- 3.5 Predicting Physics
- 3.6 Jumping
- 3.7 Coordinated Movement
- 3.8 Motor Control
- 3.9 Movement in the Third Dimension
- CHAPTER 4 PATHFINDING
- CHAPTER 5 DECISION MAKING
- CHAPTER 6 TACTICAL AND STRATEGIC AI
- CHAPTER 7 LEARNING
- CHAPTER 8 PROCEDURAL CONTENT GENERATION
- CHAPTER 9 BOARD GAMES
-
CHAPTER 3 MOVEMENT
-
PART III Supporting Technologies
- CHAPTER 10 EXECUTION MANAGEMENT
- CHAPTER 11 WORLD INTERFACING
- CHAPTER 12 TOOLS AND CONTENT CREATION
- CHAPTER 13 PROGRAMMING GAME AI
- PART IV Designing Game AI
- REFERENCES
- INDEX
Product information
- Title: AI for Games, Third Edition, 3rd Edition
- Author(s):
- Release date: March 2019
- Publisher(s): CRC Press
- ISBN: 9781351053280
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