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Learn how AI experts create intelligent game objects and characters with this first volume in the AI Game Programming Wisdom series. This unique collection of articles gives programmers and developers access to the insights and wisdom of over thirty AI pros. Each article delves deep into key AI game programming issues and provides insightful new ideas and techniques that can be easily integrated into your own games.
Everything from general AI architectures, rule based systems, level-of-detail AI, scripting language issues, to expert systems, fuzzy logic, neural networks, and genetic algorithms are thoroughly covered. If you’re a game programmer (AI/logic, front-end, user interface, tools, graphics, etc.) this comprehensive resource will help you take your skills and knowledge to the next level.
Features
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Contains new AI techniques and solutions written by over thirty industry experts
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Provides comprehensive coverage of all aspects of AI programming
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Includes ready-to-use ideas and code
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Provides skill enhancement for beginning/ intermediate programmers, and insightful new ideas for the pros
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Companion CD includes all code for easy implementation
Table of Contents
Topics Covered: General AI Architectures, Micro Threads for Agents, State Machines, Fuzzy State Machines, Rule Based Systems, Level-of-Detail AI, Data-Driving AI, Scripting Language Issues, Designing Agent Personalities, Managing Goals/ Planning, Extensible AI-Bots, Trigger Systems, Influence Mapping, Tactical Assessment, A* Pathfinding, Formations, Flocking, Agent Cooperation, Squad Based Tactics, Expert Systems, Machine Learning, Fuzzy Logic, Genetic Algorithms, Neural Networks, Bayesian Networks
EDITOR
BIO
Steve Rabin is a games industry veteran with over a decade of experience, currently working at Nintendo of America. He's written AI for three published games, has spoken on AI at the Game Developers Conference, and teaches game development at both the University of Washington Extension and the DigiPen Institute of Technology. In addition to this book series, he organized and edited Introduction to Game Development and has over a dozen articles published in the Game Programming Gems series. Steve earned a BS in Computer Engineering and an MS in Computer Science, both from the University of Washington.
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