O'Reilly logo

Artificial Intelligence for Games, 2nd Edition by John Funge, Ian Millington

Stay ahead with the world's most comprehensive technology and business learning platform.

With Safari, you learn the way you learn best. Get unlimited access to videos, live online training, learning paths, books, tutorials, and more.

Start Free Trial

No credit card required

image Chapter 12

Designing Game AI

So far in this book we have built up a whole palette of AI techniques and the infrastructure to allow the AI to get on. We mentioned in Chapter 2 that game AI development is a mixture of techniques and infrastructure with a generous dose of ad hoc solutions, heuristics, and bits of code that look like hacks.

This chapter looks at how all the bits are applied to real games and how techniques are applied to get the gameplay that developers want.

We will look on a genre-by-genre basis at the player expectations and pitfalls of a game’s AI. No techniques are included here, just an illustration of how the techniques elsewhere ...

With Safari, you learn the way you learn best. Get unlimited access to videos, live online training, learning paths, books, interactive tutorials, and more.

Start Free Trial

No credit card required