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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 3

Movement

One of the most fundamental requirements of AI is to move characters around in the game sensibly. Even the earliest AI-controlled characters (the ghosts in Pac-Man, for example, or the opposing bat in some Pong variants) had movement algorithms that weren’t far removed from the games on the shelf today. Movement forms the lowest level of AI techniques in our model, shown in Figure 3.1.

Figure 3.1

Figure showing the AI model

The AI model

Many games, including some with quite decent-looking AI, rely solely on movement algorithms and don’t have any more ...

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Publisher Resources

ISBN: 9780123747310