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AI for Game Developers [Paperback]

David M Bourg , Glenn Seemann
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Table of Contents

Preface; Assumptions This Book Makes; About This Book; Conventions Used in This Book; Additional Resources; Using Code Examples; How to Contact Us; Acknowledgments; Chapter 1: Introduction to Game AI; 1.1 Deterministic Versus Nondeterministic AI; 1.2 Established Game AI; 1.3 The Future of Game AI; Chapter 2: Chasing and Evading; 2.1 Basic Chasing and Evading; 2.2 Line-of-Sight Chasing; 2.3 Line-of-Sight Chasing in Tiled Environments; 2.4 Line-of-Sight Chasing in Continuous Environments; 2.5 Intercepting; Chapter 3: Pattern Movement; 3.1 Standard Algorithm; 3.2 Pattern Movement in Tiled Environments; 3.3 Pattern Movement in Physically Simulated Environments; Chapter 4: Flocking; 4.1 Classic Flocking; 4.2 Flocking Example; 4.3 Obstacle Avoidance; 4.4 Follow the Leader; Chapter 5: Potential Function-Based Movement; 5.1 How Can You Use Potential Functions for Game AI?; 5.2 Chasing/Evading; 5.3 Obstacle Avoidance; 5.4 Swarming; 5.5 Optimization Suggestions; Chapter 6: Basic Pathfinding and Waypoints; 6.1 Basic Pathfinding; 6.2 Breadcrumb Pathfinding; 6.3 Path Following; 6.4 Wall Tracing; 6.5 Waypoint Navigation; Chapter 7: A∗ Pathfinding; 7.1 Defining the Search Area; 7.2 Starting the Search; 7.3 Scoring; 7.4 Finding a Dead End; 7.5 Terrain Cost; 7.6 Influence Mapping; 7.7 Further Information; Chapter 8: Scripted AI and Scripting Engines; 8.1 Scripting Techniques; 8.2 Scripting Opponent Attributes; 8.3 Basic Script Parsing; 8.4 Scripting Opponent Behavior; 8.5 Scripting Verbal Interaction; 8.6 Scripting Events; 8.7 Further Information; Chapter 9: Finite State Machines; 9.1 Basic State Machine Model; 9.2 Finite State Machine Design; 9.3 Ant Example; 9.4 Further Information; Chapter 10: Fuzzy Logic; 10.1 How Can You Use Fuzzy Logic in Games?; 10.2 Fuzzy Logic Basics; 10.3 Control Example; 10.4 Threat Assessment Example; Chapter 11: Rule-Based AI; 11.1 Rule-Based System Basics; 11.2 Fighting Game Strike Prediction; 11.3 Further Information; Chapter 12: Basic Probability; 12.1 How Do You Use Probability in Games?; 12.2 What is Probability?; 12.3 Probability Rules; 12.4 Conditional Probability; Chapter 13: Decisions Under Uncertainty―Bayesian Techniques; 13.1 What is a Bayesian Network?; 13.2 Trapped?; 13.3 Treasure?; 13.4 By Air or Land; 13.5 Kung Fu Fighting; 13.6 Further Information; Chapter 14: Neural Networks; 14.1 ; 14.2 Dissecting Neural Networks; 14.3 Training; 14.4 Neural Network Source Code; 14.5 Chasing and Evading with Brains; 14.6 Further Information; Chapter 15: Genetic Algorithms; 15.1 Evolutionary Process; 15.2 Evolving Plant Life; 15.3 Genetics in Game Development; 15.4 Further Information; Vector Operations; Vector Class; Magnitude; Vector Functions and Operators; Colophon;|

  • Preface
  • Chapter 1: Introduction to Game AI
  • Chapter 2: Chasing and Evading
  • Chapter 3: Pattern Movement
  • Chapter 4: Flocking
  • Chapter 5: Potential Function-Based Movement
  • Chapter 6: Basic Pathfinding and Waypoints
  • Chapter 7: A∗ Pathfinding
  • Chapter 8: Scripted AI and Scripting Engines
  • Chapter 9: Finite State Machines
  • Chapter 10: Fuzzy Logic
  • Chapter 11: Rule-Based AI
  • Chapter 12: Basic Probability
  • Chapter 13: Decisions Under Uncertainty―Bayesian Techniques
  • Chapter 14: Neural Networks
  • Chapter 15: Genetic Algorithms
  • Vector Operations
  • Colophon

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