Cover image for AI and Artificial Life in Video Games.
AI and Artificial Life in Video Games.
Title:
AI and Artificial Life in Video Games.
Author:
Lecky-Thompson, Guy W.
ISBN:
9781584506164
Personal Author:
Physical Description:
1 online resource (353 pages)
Contents:
CONTENTS -- PREFACE -- CHAPTER 1 INTRODUCTION -- Defining Artificial Intelligence -- Artificial Intelligence as a Reasoning System -- Appearance versus Actual Intelligence -- Knowledge Management -- Information Feedback -- AI Put Simply -- Defining Artificial Life -- Modeling Through Observation -- Calculated A-Life -- Synthesized A-Life -- Granularity -- Top-Down versus Bottom-Up Intelligence -- Summary -- CHAPTER 2 USING ARTIFICIAL INTELLIGENCE IN VIDEO GAMES -- AI in Video Games -- Movement AI -- Planning AI -- Interaction AI -- Environmental AI -- Common AI Paradigms -- Applying the Theories -- Motor-Racing AI -- Action Combat AI -- Fighting AI -- Puzzle AI -- Adventure and Exploration AI -- Strategy AI -- Simulation AI -- Summary -- Balancing the AI -- AI and A-Life in Video Games -- References -- CHAPTER 3 USES FOR ARTIFICIAL LIFE IN VIDEO GAMES -- Modeling Natural Behavior -- Adaptability -- AI Techniques in A-Life -- A-Life for Simulation -- Using A-Life in Video Game Development -- A-Life in the Design Phase -- A-Life in the Development Phase -- Scripting Language -- Modifying Scripts Using A-Life -- Building Scripts Using A-Life Techniques -- A-Life Outside of Scripting -- A-Life in Video Game Testing -- A-Life in the Testing Phase -- Test Coverage -- Implementing the Interface -- Post-Development A-Life -- Summary -- Examples -- References -- CHAPTER 4 THE A-LIFE PROGRAMMING PARADIGM -- A-Life: The Game within the Game -- Scripting Interfaces -- Categories -- Behavioral Modification -- Evolving Behavior -- The Role of Genetic Algorithms -- Propagating Behavior -- Emergent Behavior -- Planning the A-Life Implementation -- Design Time Considerations -- Development Considerations -- Emerging Technology -- Testing with A-Life -- Summary -- CHAPTER 5 BUILDING BLOCKS -- AI and A-Life Building Blocks -- Learning Defined.

Finite State Machines -- Building a Neural Network -- Expert Systems -- Building Blocks Review -- Deploying the Building Blocks -- In-Game Representation -- Templated Behavior -- Behavior Management and Modeling -- Ground-Up Deployment -- Summary -- CHAPTER 6 THE POWER OF EMERGENT BEHAVIOR -- Defining Emergent Behavior -- Types of Emergent Behavior -- Emergent Behavior Design -- The "Sum of Parts" Emergence Design -- Stimuli -- Movement -- Biochemistry -- Thinking -- Reproduction -- The Individual Dynamic Emergence Design -- The FSM Network -- The Individual as a System -- The Group Dynamic Emergence Design -- The Reproductive Mechanism in Emergence -- Reproductive Models -- Summary -- Controlling Emergence -- References -- CHAPTER 7 TESTING WITH ARTIFICIAL LIFE -- Testing A-Life -- Testing with A-Life -- Caveats -- Bottom-Up Testing -- Rule Testing -- Engine Testing -- Pseudorandom Testing -- Testing AI with A-Life -- Knowing the Boundaries -- Mapping the Behavior -- Identifying What to Test -- Testing A-Life with A-Life -- Learning by Example -- Adaptive A-Life -- Summary -- References -- CHAPTER 8 SEVERAL A-LIFE EXAMPLES -- Movement and Interaction -- Flocking -- Follow the Leader -- Squad Play -- A-Life Control Systems -- First Principles -- Implementing A-Life Control Systems -- A-Life in Puzzles, Board Games, Simulations -- Battleships -- Video Game Personalities -- Animation and Appearance -- Examples of A-Life in the Gaming Environment -- Summary -- References -- CHAPTER 9 MULTIPLAYER AI AND A-LIFE -- Managing Emergence -- Emergence versus A-Life -- Enhancing the Experience -- The Purpose of AI and A-Life in Multiplayer Games -- Behavioral Cloning -- Preventing Cheating -- Implementing A-Life in Multiplayer Environments -- Population Control -- Strict Rule-Based Behavior -- Flexible Rule-Based Behavior -- Scripted Behavior -- Summary.

References -- CHAPTER 10 THE APPLICATION OF A-LIFE OUTSIDE THE LAB -- Simple Genetic Algorithms -- Starting Out -- Animation and Appearance -- Applying Genetic Algorithms -- Breeding Behavioral Patterns -- State-Based Genetic Crossover -- Datasets versus Functionality -- Datasets -- Functionality -- Summary -- References -- INDEX -- A -- B -- C -- D -- E -- F -- G -- H -- I -- J-K -- L -- M -- N -- O -- P -- Q-R -- S -- T -- U -- V -- W-Z.
Local Note:
Electronic reproduction. Ann Arbor, Michigan : ProQuest Ebook Central, 2017. Available via World Wide Web. Access may be limited to ProQuest Ebook Central affiliated libraries.
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