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Artificial Intelligence for Games, 2nd Edition
book

Artificial Intelligence for Games, 2nd Edition

by Ian Millington, John Funge
August 2009
Intermediate to advanced
872 pages
24h 44m
English
CRC Press
Content preview from Artificial Intelligence for Games, 2nd Edition

image Chapter 2

Game AI

Before going into detail with particular techniques and algorithms, it is worth spending a little time thinking about what we need from our game’s AI. This chapter looks at the high-level issues around game AI: what kinds of approaches work, what they need to take account of, and how they can all be put together.

2.1 The Complexity Fallacy

It is a common mistake to think that the more complex the AI in a game, the better the characters will look to the player. Creating good AI is all about matching the right behaviors to the right algorithms. There is a bewildering array of techniques in this book, and the right one isn’t always ...

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Publisher Resources

ISBN: 9780123747310