Practical game AI programming create game AI and implement cutting edge AI algorithms from scratch
Jump into the world of Game AI development About This Book Move beyond using libraries to create smart game AI, and create your own AI projects from scratch Implement the latest algorithms for AI development and in-game interaction Customize your existing game AI and make it better and more efficien...
Otros Autores: | |
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Formato: | Libro electrónico |
Idioma: | Inglés |
Publicado: |
Birmingham, [England] ; Mumbai, [India] :
Packt
2017.
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Edición: | 1st edition |
Materias: | |
Ver en Biblioteca Universitat Ramon Llull: | https://discovery.url.edu/permalink/34CSUC_URL/1im36ta/alma991009630743606719 |
Tabla de Contenidos:
- Cover
- Credits
- About the Author
- About the Reviewer
- www.PacktPub.com
- Customer Feedback
- Table of Contents
- Preface
- Chapter 1: Different Problems Require Different Solutions
- A brief history of and solutions to game AI
- Enemy AI in video games
- From simple to smart and human-like AI
- Visual and audio awareness
- Summary
- Chapter 2: Possibility and Probability Maps
- Game states
- Possibility maps
- How to use possibility maps
- Preparing a possibility map (FPS)
- Creating a possibility map (FPS)
- Defining the states
- DEFENSIVE state
- AGGRESSIVE state
- Possibility map conclusion
- Probability maps
- How to use probability maps
- Where to go from here
- Summary
- Chapter 3: Production System
- Automated finite-state machines (AFSMs)
- Calculating chances
- Utility-based functions
- Dynamic game AI balancing
- Summary
- Chapter 4: Environment and AI
- Visual interactions
- Basic environment interactions
- Moving environment objects
- Obstructive environment objects
- Breaking down the environment by area
- Advanced environment interactions
- Adapting to unstable terrain
- Using raycast to evaluate decisions
- Summary
- Chapter 5: Animation Behaviors
- 2D animation versus 3D animation
- 2D animation - sprites
- 3D animation - bone structure
- The main differences
- Animation state machines
- Smooth transitions
- Summary
- Chapter 6: Navigation Behavior and Pathfinding
- Navigation behavior
- Choosing a new direction
- Avoid walking against walls
- Choosing an alternative path
- Point to point movement
- Tower defense genre
- Racing genre
- MOBA genre
- Point to point movement and avoiding dynamic objects
- Summary
- Chapter 7: Advanced Pathfinding
- Simple versus advanced pathfinding
- A* search algorithm
- How it works
- Disadvantages of using A*.
- Going directly from A to B
- From point A to B with obstacles in the way
- Generating grid nodes
- Pathfinding implementation
- Summary
- Chapter 8: Crowd Interactions
- What is crowd interaction
- Video games and crowd interactions
- Assassin's Creed
- Grand Theft Auto (GTA)
- The Sims
- FIFA/Pro evolution soccer
- Planning crowd interactions
- Group fight
- Communication (attention zones)
- Communication (talking to other AI characters)
- Team sports
- Crowd collision avoidance
- Summary
- Chapter 9: AI Planning and Collision Avoidance
- Search
- Offensive search
- Predicting opponent actions
- Collision avoidance
- Summary
- Chapter 10: Awareness
- Stealth sub-genre
- About tactics
- About awareness
- Implementing vision awareness
- Basic vision detection
- Advanced vision detection
- Realistic field of view effect
- Summary
- Index.