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Programming Game AI by Example by Mat Buckland

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and paths, 193
and state transition bubble diagram, 193
and temperature, 193
branching factor, 203
Cartesian coordinate system, 2
connected, 195
cyclic, 196
dense, 196
dynamic, 208
navigation, 333-342
sparse, 196
topology of, 209
unconnected, 195
use in game AI, 197-203
velocity versus time, 33, 37
weighted edge, 195
GraphSearch_BFS::Search C++ method,
225-226
GraphSearch_DFS C++ class, 213-215
GraphSearch_DFS::GetPathToTarget C++
method, 219
GraphSearch_DFS::Search C++ method,
215-216
GraphSearchAStar C++ class, 243-244
GraphSearchAStar::Search C++ class,
245-246
GraphSearchDijkstra C++ class, 237
GraphSearchDijkstra::Search C++ class,
238-240
gravitational force, 36, 38
gravity, and mass, 29
Green, Robin, 131
Grim Fandango, 255
group steering behaviors, 113-119
H
Halo, xx
hash table data structure, 261
health givers, 309
health pack, 295
heap,
d-way, 240
two-way, 240
heap limit, and Luabind, 279
hearing, of Raven bot, 316, 317
hedges, 423
heuristic, 241
Manhattan distance, 353
template parameter, 243, 244
Heuristic_Euclid C++ class, 245
hide (steering behavior), 107-110
hierarchical goal, 379-414
implementation, 382-386
hierarchical pathfinding, 372-374
high-level goal, 379
Holland, Owen, 118
home region, 136
Homeworld 2, 256
hyperspace, 5
hypotenuse, triangle, 13
I
IDDFS, see iterative deepening depth first
search
illusion of intelligence, xx-xxi, 155, 315, 317
Impossible Creatures, 255
indexed priority queue,
data structure, 238
running time, 240
influence of distance on desirability, 402
inheritance, and Lua, 281
InterceptBall goalkeeper state, 171, 175-176
InterceptBall::Enter C++ method, 176
InterceptBall::Execute C++ method, 176
interpose (steering behavior), 106-107
interpreted script, 250
interpreter, 250
Lua, 257
intersection,
crisp set, 418
fuzzy set, 421
interval, discrete, 416
invalid_node_index C++ enumeration, 206
inverse cosine, 17
iPQ, see indexed priority queue
is_valid luabind::object, 284
items,
adding to navigation graph, 341-342
as graph nodes, 341
iterative deepening depth first search, 222
J
jitter, and steering behaviors, 130
486 | Index

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