Chapter 7. Action-Oriented AI

 

“Action may not always bring happiness; but there is no happiness without action.”

 
 --Benjamin Disraeli

KEY TOPICS

  • On Action Games

  • Choreographed AIs

  • Object Tracking

  • Chasing

  • Evasion

  • Patrolling

  • Hiding and Taking Cover

  • Shooting

  • Putting It All Together

  • In Closing

Now that we have a global understanding of the building blocks of any AI system, it is time to delve into the details of how AI is built into video games. Because this is a lengthy subject, with different techniques used for different gameplay styles, I have divided the information into three separate chapters. Most game AI techniques might not be very complex, but there are many twists and interesting ideas to which we will have to devote some space.

In this chapter, I ...

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