Cover image for AI game engine programming
Title:
AI game engine programming
Personal Author:
Publication Information:
Hingham, MA : Charles River Media, 2005
Physical Description:
1 CD ROM ; 12 cm.
ISBN:
9781584503446
General Note:
Also available in printed version : QA76.76.C672 S39 2004

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30000010051251 CP 5799 Computer File Accompanies Open Access Book Compact Disc Accompanies Open Access Book
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Summary

Summary

AI Game Engine Programming provides game developers with the tools and wisdom necessary to create modern game AI engines. It takes programmers from theory to actual game development, with usable code frameworks designed to go beyond merely detailing how a technique might be used. In addition, it surveys the capabilities of the different techniques used. In addition, it surveys the capabilities of the different techniques used in some current AI engines, and covers common pitfalls, design considerations, and optimizations. If you're having difficulty determining which techniques to use, or looking for working code best suited to a particular game, you'll find the answers here. You'll also find a clean, usable interface for a variety of game AI techniques with an emphasis on primary decision-making paradigms. The book provides insightful coverage of a variety of subjects important to AI engine development, and ties them together masterfully to form an indispensable reference. Part I provides an overall look at game AI, covers the basic terminology used in the book, reviews underlying concepts of game AI, and dissects the parts of a game AI engine. Part II covers specific game genres (RPG, TRS, FTPS, Shooter, Sports, Racing, Strategy, Adventure, Fighting, Platform, and miscellaneous) and explains how they use different AU paradigms. It also covers the move common solutions to the problems posed by each genre. Some of the problems include, dealing with direct AI and human interactions, using scripting languages appropriately, and general intelligence/entertainment balancing. Part III provides the actual code implementations for the basic AI techniques such as finite state machines, fuzzy state machines, message board systems, scripted systems, and location-based information systems. And, Part IV covers the move advanced techniques, including genetic algorithms, neural networks, artificial life, planning algorithms, and decision trees. The book concludes wit


Table of Contents

Part I Introductionp. 1
1 Basic Definitions and Concepts
2 An AI Engine: The Basic Components and Design
3 AIsteroids: Our AI Test Bed
Part II Game Genresp. 65
4 Role Playing Games (RPGs)
5 Adventure Games
6 Real-Time Strategy (RTS) Games
7 First-Person Shooters/Third-Person Shooters (FTPS)
8 Platform Games
9 Shooter Games
10 Sports Games
11 Racing Games
12 Classic Strategy Games
13 Fighting Games
14 Miscellaneous Genres of Note
Part III Basic AI Engine Techniquesp. 239
15 Finite-State Machines
16 Fuzzy-State Machines (FuSMs)
17 Message-Based Systems
18 Scripting Systems
19 Location-Based Information Systems
Part IV Advanced AI Engine Techniquesp. 411
20 Genetic Algorithms
21 Neural Networks
22 Other Techniques of Note
Part V Real Game AI Developmentp. 513
23 Distributed AI Design
24 Common AI Development Concerns
25 Debugging
26 Conclusions, and the Future
Appendix: About the CD-ROM