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AI for Game Developers: Creating Intelligent Behavior in Games
2004, O'Reilly Media, Inc., O'Reilly
Paperback
in English
0596005555 9780596005559
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Book Details
Table of Contents
Introduction to Game AI. 1
Deterministic Versus Nondeterministic AI. 2
Established Game AI. 3
The Future of Game AI. 4
Chasing and Evading. 6
Basic Chasing and Evading. 7
Line-of-Sight Chasing. 9
Line-of-Sight Chasing in Tiled Environments. 10
Intercepting. 20
Pattern Movement. 27
Standard Algorithm. 28
Pattern Movement in Tiled Environments. 30
Pattern Movement in Physically Simulated Environments. 38
Flocking. 52
Classic Flocking. 53
Flocking Example. 55
Obstacle Avoidance. 73
Follow the Leader. 76
Potential Function-Based Movement. 80
How Can You Use Potential Functions for Game AI?. 80
Chasing/Evading. 82
Obstacle Avoidance. 87
Swarming. 89
Optimization Suggestions. 94
Basic Pathfinding
A* Pathfinding
Scripted AI and Scripting Engines
Finite State Machines
Fuzzy Logic
Rule-Based AI
Basic Probability
Decisions Under Uncertainty-Bayesian Techniques
Neural Networks
Genetic Algorithms
Edition Notes
"Creating intelligent behavior in games"--Cover
Includes bibliographical references and index.
6
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Feedback?December 19, 2023 | Edited by ImportBot | import existing book |
November 28, 2023 | Edited by MARC Bot | import existing book |
August 1, 2020 | Edited by ImportBot | import existing book |
December 4, 2011 | Edited by 79.253.21.128 | Fixed: Authors, Title, Publication Information. Added: Partial Table of Contents, Authors, Contributors, ID Numbers, etc. |
December 11, 2009 | Created by WorkBot | add works page |