Book description
Creating robust artificial intelligence is one of the greatest challenges for game developers, yet the commercial success of a game is often dependent upon the quality of the AI. In this book, Ian Millington brings extensive professional experience to the problem of improving the quality of AI in games. He describes numerous examples from real games and explores the underlying ideas through detailed case studies. He goes further to introduce many techniques little used by developers today. The book's associated web site contains a library of C++ source code and demonstration programs, and a complete commercial source code library of AI algorithms and techniques."Artificial Intelligence for Games - 2nd edition" will be highly useful to academics teaching courses on game AI, in that it includes exercises with each chapter. It will also include new and expanded coverage of the following: AI-oriented gameplay; Behavior driven AI; Casual games (puzzle games).
Table of contents
- Preliminaries
- Dedication
- About the Authors
- Acknowledgments
- Preface
- About the Website
- 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
- Exercises
-
- Figure 3.1
- Figure 3.2
- Figure 3.3
- Figure 3.4
- Figure 3.5
- Figure 3.6
- Figure 3.7
- Figure 3.8
- Figure 3.9
- Figure 3.10
- Figure 3.11
- Figure 3.12
- Figure 3.13
- Figure 3.14
- Figure 3.15
- Figure 3.16
- Figure 3.17
- Figure 3.18
- Figure 3.19
- Figure 3.20
- Figure 3.21
- Figure 3.22
- Figure 3.23
- Figure 3.24
- Figure 3.25
- Figure 3.26
- Figure 3.27
- Figure 3.28
- Figure 3.29
- Figure 3.30
- Figure 3.31
- Figure 3.32
- Figure 3.33
- Figure 3.34
- Figure 3.35
- Figure 3.36
- Figure 3.37
- Figure 3.38
- Figure 3.39
- Figure 3.40
- Figure 3.41
- Figure 3.42
- Figure 3.43
- Figure 3.44
- Figure 3.45
- Figure 3.46
- Figure 3.47
- Figure 3.48
- Figure 3.49
- Figure 3.50
- Figure 3.51
- Figure 3.52
- Figure 3.53
- Figure 3.54
- Figure 3.55
- Figure 3.56
- Figure 3.57
- Figure 3.58
- Figure 3.59
- Figure 3.60
- Figure 3.61
- Figure 3.62
- Figure 3.63
- Figure 3.64
- Figure 3.65
- Figure 3.66
- Figure 3.67
- Figure 3.68
- Figure 3.69
- Figure 3.70
- Figure 3.71
- Figure 3.72
- Figure 3.73
-
Chapter 4 Pathfinding
- 4.1 The Pathfinding Graph
- 4.2 Dijkstra
- 4.3 A*
- 4.4 World Representations
- 4.5 Improving on A*
- 4.6 Hierarchical Pathfinding
- 4.7 Other Ideas in Pathfinding
- 4.8 Continuous Time Pathfinding
- 4.9 Movement Planning
- Exercises
-
- Figure 4.1
- Figure 4.2
- Figure 4.3
- Figure 4.4
- Figure 4.5
- Figure 4.6
- Figure 4.7
- Figure 4.8
- Figure 4.9
- Figure 4.10
- Figure 4.11
- Figure 4.12
- Figure 4.13
- Figure 4.14
- Figure 4.15
- Figure 4.16
- Figure 4.17
- Figure 4.18
- Figure 4.19
- Figure 4.20
- Figure 4.21
- Figure 4.22
- Figure 4.23
- Figure 4.24
- Figure 4.25
- Figure 4.26
- Figure 4.27
- Figure 4.28
- Figure 4.29
- Figure 4.30
- Figure 4.31
- Figure 4.32
- Figure 4.33
- Figure 4.34
- Figure 4.35
- Figure 4.36
- Figure 4.37
- Figure 4.38
- Figure 4.39
- Figure 4.40
- Figure 4.41
- Figure 4.42
- Figure 4.43
- Figure 4.44
- Figure 4.45
- Figure 4.46
- Figure 4.47
- Figure 4.48
- Figure 4.49
- Figure 4.50
- Figure 4.51
- Figure 4.52
- Figure 4.53
- Figure 4.54
- Figure 4.55
-
Chapter 5 Decision Making
- 5.1 Overview of Decision Making
- 5.2 Decision Trees
- 5.3 State Machines
- 5.4 Behavior Trees
- 5.5 Fuzzy Logic
- 5.6 Markov Systems
- 5.7 Goal-Oriented Behavior
- 5.8 Rule-Based Systems
- 5.9 Blackboard Architectures
- 5.10 Scripting
- 5.11 Action Execution
-
- Figure 5.1
- Figure 5.2
- Figure 5.3
- Figure 5.4
- Figure 5.5
- Figure 5.6
- Figure 5.7
- Figure 5.8
- Figure 5.9
- Figure 5.10
- Figure 5.11
- Figure 5.12
- Figure 5.13
- Figure 5.14
- Figure 5.15
- Figure 5.16
- Figure 5.17
- Figure 5.18
- Figure 5.19
- Figure 5.20
- Figure 5.21
- Figure 5.22
- Figure 5.23
- Figure 5.24
- Figure 5.25
- Figure 5.26
- Figure 5.27
- Figure 5.28
- Figure 5.29
- Figure 5.30
- Figure 5.31
- Figure 5.32
- Figure 5.33
- Figure 5.34
- Figure 5.35
- Figure 5.36
- Figure 5.37
- Figure 5.38
- Figure 5.39
- Figure 5.40
- Figure 5.41
- Figure 5.42
- Figure 5.43
- Figure 5.44
- Figure 5.45
- Figure 5.46
- Figure 5.47
- Figure 5.48
- Figure 5.49
- Figure 5.50
- Figure 5.51
- Figure 5.52
- Figure 5.53
- Figure 5.54
- Figure 5.55
- Figure 5.56
- Figure 5.57
-
Chapter 6 Tactical and Strategic AI
- 6.1 Waypoint Tactics
- 6.2 Tactical Analyses
- 6.3 Tactical Pathfinding
- 6.4 Coordinated Action
- Exercises
-
- Figure 6.1
- Figure 6.2
- Figure 6.3
- Figure 6.4
- Figure 6.5
- Figure 6.6
- Figure 6.7
- Figure 6.8
- Figure 6.9
- Figure 6.10
- Figure 6.11
- Figure 6.12
- Figure 6.13
- Figure 6.14
- Figure 6.15
- Figure 6.16
- Figure 6.17
- Figure 6.18
- Figure 6.19
- Figure 6.20
- Figure 6.21
- Figure 6.22
- Figure 6.23
- Figure 6.24
- Figure 6.25
- Figure 6.26
- Figure 6.27
- Figure 6.28
- Figure 6.29
- Figure 6.30
-
Chapter 7 Learning
- 7.1 Learning Basics
- 7.2 Parameter Modification
- 7.3 Action Prediction
- 7.4 Decision Learning
- 7.5 Naive Bayes Classifiers
- 7.6 Decision Tree Learning
- 7.7 Reinforcement Learning
- 7.8 Artificial Neural Networks
- Exercises
-
Chapter 8 Board Games
- 8.1 Game Theory
- 8.2 Minimaxing
- 8.3 Transposition Tables and Memory
- 8.4 Memory-Enhanced Test Algorithms
- 8.5 Opening Books and Other Set Plays
- 8.6 Further Optimizations
- 8.7 Turn-Based Strategy Games
- Exercises
-
Chapter 3 Movement
-
Part III Supporting Technologies
-
Chapter 9 Execution Management
- 9.1 Scheduling
- 9.2 Anytime Algorithms
- 9.3 Level of Detail
- Exercises
- Chapter 10 World Interfacing
-
Chapter 11 Tools and Content Creation
- 11.0.1 Toolchains Limit AI
- 11.0.2 Where AI Knowledge Comes from
- 11.1 Knowledge for Pathfinding and Waypoint Tactics
- 11.2 Knowledge for Movement
- 11.3 Knowledge for Decision Making
- 11.4 The Toolchain
- Exercises
-
Chapter 9 Execution Management
- Part IV Designing Game AI
Product information
- Title: Artificial Intelligence for Games, 2nd Edition
- Author(s):
- Release date: August 2009
- Publisher(s): CRC Press
- ISBN: 9780080885032
You might also like
book
AI for Games, Third Edition, 3rd Edition
Artificial Intelligence is an integral part of every video game. This book helps propfessionals keep up …
book
Paradigms of Artificial Intelligence Programming
Paradigms of AI Programming is the first text to teach advanced Common Lisp techniques in the …
book
Artificial Intelligence By Example - Second Edition
Understand the fundamentals and develop your own AI solutions in this updated edition packed with many …
book
Game Mechanics: Advanced Game Design
This in-depth resource teaches you to craft mechanics that generate challenging, enjoyable, and well-balanced gameplay. You’ll …