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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 9

Execution Management

There are only limited processor resources available to a game. Traditionally, most of these have been used to create great graphics: the primary driving force in mass market games. The processor budget given to AI developers is growing steadily as most of the graphics get passed on to the graphics card. It is not unheard of for AI to have more than 50% of the processor time, although 5 to 25% is a more common range.

Even with more execution time available, processor time can easily get eaten up by pathfinding, complex decision making, and tactical analysis. AI is also inherently inconsistent. Sometimes you need ...

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Publisher Resources

ISBN: 9780123747310