AI Game Engine Programming (2nd Edition). için kapak resmi
AI Game Engine Programming (2nd Edition).
Başlık:
AI Game Engine Programming (2nd Edition).
Yazar:
Schwab, Brian.
ISBN:
9781584506287
Yazar Ek Girişi:
Basım Bilgisi:
2nd ed.
Fiziksel Tanımlama:
1 online resource (741 pages)
İçerik:
Contents -- Preface -- Introduction -- 1 Basic Definitions and Concepts -- What Is Intelligence? -- What Is "Game AI"? -- What Game AI Is Not -- How This Definition Differs from That of Academic AI -- Applicable Mind Science and Psychology Theory -- Brain Organization -- Knowledge Base and Learning -- Cognition -- Theory of Mind -- Bounded Optimality -- Lessons from Robotics -- Simplicity of Design and Solution -- Theory of Mind -- Multiple Layered Decision Architectures -- Summary -- 2 An AI Engine: The Basic Components and Design -- Decision Making and Inference -- Types of Solutions -- Agent Reactivity -- System Realism -- Genre -- Content -- Platform -- Development Limitations -- Entertainment Limitations -- Input Handlers and Perception -- Perception Type -- Update Regularity -- Reaction Time -- Thresholds -- Load Balancing -- Computation Cost and Preconditions -- Navigation -- Grid-Based -- Simple Avoidance and Potential Fields -- Map Node Networks -- Navigation Mesh -- Combination Systems -- Obstacle Avoidance -- Bringing It All Together -- Summary -- 3 AIsteroids: Our AI Test Bed -- The GameObj Class -- The GameObj Update Function -- The Ship Object -- The Other Game Objects -- The GameSession Class -- Primary Logic and Collision Checking -- Object Cleanup -- Spawning Main Ship and Powerups -- Bonus Lives -- End of Level and Game -- The Control Class -- The AI System Hooks -- Game Main Loop -- Summary -- 4 Role-Playing Games (RPGs) -- Common AI Elements -- Enemies -- Bosses -- Nonplayer Characters (NPCs) -- Shopkeepers -- Party Members -- Useful AI Techniques -- Scripting -- Finite-State Machines (FSMs) -- Messaging -- Examples -- Exceptions -- Specific Game Elements That Need Improvement -- Role Playing Does Not Equal Combat -- Grammar Machines -- Quest Generators -- Better Party Member AI -- Better Enemies -- Fully-Realized Towns.

Summary -- 5 Adventure Games -- Common AI Elements -- Enemy AI -- Nonplayer Characters (NPCs) -- Cooperative Elements -- Perception Systems -- Camera -- Useful AI Techniques -- Finite-State Machines (FSMs) -- Scripting Systems -- Messaging Systems -- Fuzzy Logic -- Areas That Need Improvement -- Additional Types of Stealth Goals -- A Return to Traditional Adventure Roots -- Better NPC Communication -- User Interface -- Summary -- 6 Real-Time Strategy (RTS) Games -- Common AI Elements -- Individual Units -- Economic Individual Units -- High-Level Strategic AI -- Commanders and Medium-Level Strategic Elements -- Town Building -- Indigenous Life -- Pathfinding -- Tactical and Strategic Support Systems -- Useful AI Techniques -- Messaging -- Finite-State Machines (FSMs) -- Fuzzy-State Machines (FuSMs) -- Hierarchical AI -- Planning -- Scripting -- Data-Driven AI -- Examples -- Areas That Need Improvement -- Learning -- Determining When an AI Element Is Stuck -- Helper AI -- Opponent Personality -- More Strategy, Less Tactics -- Summary -- 7 First-Person Shooters/Third-Person Shooters (FTPS) -- Common AI Elements -- Enemies -- Boss Enemies -- Deathmatch Opponents -- Weapons -- Cooperative Agents -- Squad Members -- Pathfinding -- Spatial Reasoning -- Useful AI Techniques -- Finite-State Machines (FSMs) -- Fuzzy-State Machines (FuSMs) -- Messaging Systems -- Scripting Systems -- Examples -- Areas That Need Improvement -- Learning and Opponent Modeling -- Personality -- Creativity -- Anticipation -- Better Conversation Engines -- Motivations -- Better Squad AI -- Summary -- 8 Platform Games -- Common AI Elements -- Enemies -- Boss Enemies -- Cooperative Elements -- Camera -- Useful AI Techniques -- Finite-State Machines (FSMs) -- Messaging Systems -- Scripted Systems -- Data-Driven Systems -- Examples -- Areas That Need Improvement -- Camerawork.

Help Systems -- Summary -- 9 Shooter Games -- Common AI Elements -- Enemies -- Boss Enemies -- Cooperative Elements -- Useful AI Techniques -- Finite-State Machines (FSMs) -- Scripted Systems -- Data-Driven Systems -- Exceptions -- Examples -- Areas That Need Improvement -- Infusion of Actual AI -- Story-Driven Content -- Innovative Gameplay Mechanics -- Summary -- 10 Sports Games -- Common AI Elements -- Coach- or Team-Level AI -- Player-Level AI -- Pathfinding -- Camera -- Miscellaneous Elements -- Mini-Games -- Useful AI Techniques -- Finite-State Machines (FSMs) and Fuzzy-State Machines (FuSMs) -- Data-Driven Systems -- Messaging Systems -- Examples -- Areas That Need Improvement -- Learning -- Game Balance -- Gameplay Innovation -- Summary -- 11 Racing Games -- Common AI Elements -- Track AI -- Traffic -- Pedestrians -- Enemy and Combat -- Nonplayer Characters (NPC) -- Other Competitive Behavior -- Useful AI Techniques -- Finite-State Machines (FSMs) -- Scripted Systems -- Messaging Systems -- Genetic Algorithms -- Areas That Need Improvement -- Areas of Interest Other Than Crime -- More Intelligent AI Enemies -- Persistent Worlds -- Summary -- 12 Classic Strategy Games -- Common AI Elements -- Opponent AI -- Helper AI -- Useful AI Techniques -- Finite-State Machines (FSMs) -- Alpha-Beta Search -- Neural Nets (NNs) -- Genetic Algorithms (GAs) -- Areas That Need Improvement -- Creativity -- Speed -- Summary -- 13 Fighting Games -- Common AI Elements -- Enemies -- Collision Systems -- Boss Enemies -- Camera -- Action and Adventure Elements -- Useful AI Techniques -- Finite-State Machines (FSMs) -- Data-Driven Systems -- Scripting Systems -- Areas That Need Improvement -- Learning -- Additional Crossover/Story Elements -- Summary -- 14 Miscellaneous Genres of Note -- Civilization Games -- God Games -- War Games -- Flight Simulators (SIMS).

Rhythm Games -- Puzzle Games -- Artificial Life (Alife) Games -- Summary -- 15 Finite-State Machines -- FSM Overview -- FSM Skeletal Code -- The FSMState Class -- The FSMMachine Class -- The FSMAIControl Class -- Implementing an FSM-Controlled Ship into Our Test Bed -- Example Implementation -- Coding the Control Class -- Coding the States -- Performance of the AI with This System -- Pros of FSM-Based Systems -- Cons of FSM-Based Systems -- Extensions to the Paradigm -- Hierarchical FSMs -- Message- and Event-Based FSMs -- FSMs with Fuzzy Transitions -- Stack-Based FSMs -- Multiple-Concurrent FSMs -- Data-Driven FSMs -- Inertial FSMs -- Optimizations -- Load Balancing Both FSMs and Perceptions -- Level-of-Detail (LOD) AI Systems -- Shared Data Structures -- Design Considerations -- Types of Solutions -- Agent Reactivity -- System Realism -- Genre -- Content -- Platform -- Development Limitations -- Entertainment Limitations -- Summary -- 16 Fuzzy-State Machines (FuSMs) -- FuSM Overview -- FuSM Skeletal Code -- The FuSMState Class -- The FuSMMachine Class -- The FuSMAIControl Class -- Implementing an FuSM-Controlled Ship into Our Test Bed -- Example Implementation -- A New Addition, the Saucer -- Other Game Modifications -- The FuSM System -- Coding the Control Class -- Coding the Fuzzy States -- Performance of the AI with This System -- Pros of FuSM-Based Systems -- Cons of FuSM-Based Systems -- Extensions to the Paradigm -- FuSMS with a Limited Number of Concurrent States -- An FuSM Used as a Support System for a Character -- An FuSM Used as a Single State in a Larger FSM -- Hierarchical FuSMs -- Data-Driven FuSMs -- Optimizations -- Design Considerations -- Types of Solutions -- Agent Reactivity -- System Realism -- Genre -- Platform -- Development Limitations -- Entertainment Limitations -- Summary -- 17 Message-Based Systems -- Messaging Overview.

Messaging Skeletal Code -- The Message Object -- The MessagePump -- Client Handlers -- Example Implementation in Our AIsteroids Test Bed -- The MessState Class -- The MessMachine Class -- The MessAIControl Class -- Coding the States -- Performance of the AI with This System -- Pros of Messaging Systems -- Cons of Messaging Systems -- Extensions to the Paradigm -- Message Priority -- Message Arbitration -- Automatic and Extended Message Types -- Optimizations -- Design Considerations -- Types of Solutions -- Agent Reactivity -- System Realism -- Genre and Platform -- Development Limitations -- Entertainment Limitations -- Summary -- 18 Scripting Systems -- Scripting Overview -- Example Implementation in Our AIsteroids Test Bed -- A Configuration Script System -- Performance of the AI with This System -- Extensions to the Configuration Script Paradigm -- Embedding Lua -- Lua Overview -- Lua Language Fundamentals -- Integration -- Example Implementation in the AIsteroids Test Bed -- A Description of a Better System -- Performance of the AI with This System -- Pros of Scripting Systems -- Cons of Scripted Systems -- Extensions to the Scripting Paradigm -- Completely Custom Languages -- Built-In Debugging Tools -- A Smart IDE for Writing Scripts -- Automatic Integration with the Game -- Self-Modifying Scripts -- Optimizations -- Design Considerations -- Types of Solutions -- Agent Reactivity -- System Realism -- Development Limitations -- Entertainment Limitations -- Summary -- 19 Location-Based Information Systems -- Location-Based Information Systems Overview -- Influence Maps (IMs) -- Smart Terrain -- Terrain Analysis (TA) -- How These Techniques Are Used -- Occupance Data -- Ground Control -- Pathfinding System Helper Data -- Danger Signification -- Rough Battlefield Planning -- Simple Terrain Analysis -- Advanced Terrain Analysis.

Influence Mapping Skeletal Code and Test-Bed Implementation.
Notlar:
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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