Practical Game AI Programming

Jump into the world of Game AI development
Preview in Mapt

Practical Game AI Programming

Micael DaGraça

8 customer reviews
Jump into the world of Game AI development
Mapt Subscription
FREE
$29.99/m after trial
eBook
$28.00
RRP $39.99
Save 29%
Print + eBook
$49.99
RRP $49.99
What do I get with a Mapt Pro subscription?
  • Unlimited access to all Packt’s 5,000+ eBooks and Videos
  • Early Access content, Progress Tracking, and Assessments
  • 1 Free eBook or Video to download and keep every month after trial
What do I get with an eBook?
  • Download this book in EPUB, PDF, MOBI formats
  • DRM FREE - read and interact with your content when you want, where you want, and how you want
  • Access this title in the Mapt reader
What do I get with Print & eBook?
  • Get a paperback copy of the book delivered to you
  • Download this book in EPUB, PDF, MOBI formats
  • DRM FREE - read and interact with your content when you want, where you want, and how you want
  • Access this title in the Mapt reader
What do I get with a Video?
  • Download this Video course in MP4 format
  • DRM FREE - read and interact with your content when you want, where you want, and how you want
  • Access this title in the Mapt reader
$0.00
$28.00
$49.99
$29.99 p/m after trial
RRP $39.99
RRP $49.99
Subscription
eBook
Print + eBook
Start 30 Day Trial

Frequently bought together


Practical Game AI Programming Book Cover
Practical Game AI Programming
$ 39.99
$ 28.00
Unity 2017 Game Development Essentials - Third Edition Book Cover
Unity 2017 Game Development Essentials - Third Edition
$ 39.99
$ 28.00
Buy 2 for $35.00
Save $44.98
Add to Cart

Book Details

ISBN 139781787122819
Paperback348 pages

Book Description

The book starts with the basics examples of AI for different game genres and directly jumps into defining the probabilities and possibilities of the AI character to determine character movement. Next, you’ll learn how AI characters should behave within the environment created.

Moving on, you’ll explore how to work with animations. You’ll also plan and create pruning strategies, and create Theta algorithms to find short and realistic looking game paths. Next, you’ll learn how the AI should behave when there is a lot of characters in the same scene.

You'll explore which methods and algorithms, such as possibility maps, Forward Chaining Plan, Rete Algorithm, Pruning Strategies, Wall Distances, and Map Preprocess Implementation should be used on different occasions. You’ll discover how to overcome some limitations, and how to deliver a better experience to the player. By the end of the book, you think differently about AI.

Table of Contents

Chapter 1: Different Problems Require Different Solutions
A brief history of and solutions to game AI
Enemy AI in video games
From simple to smart and human-like AI
Visual and audio awareness
Summary
Chapter 2: Possibility and Probability Maps
Game states
Possibility maps
Defining the states
Probability maps
Summary
Chapter 3: Production System
Automated finite-state machines (AFSMs)
Utility-based functions
Dynamic game AI balancing
Summary
Chapter 4: Environment and AI
Visual interactions
Basic environment interactions
Advanced environment interactions
Summary
Chapter 5: Animation Behaviors
2D animation versus 3D animation
Animation state machines
Smooth transitions
Summary
Chapter 6: Navigation Behavior and Pathfinding
Navigation behavior
Summary
Chapter 7: Advanced Pathfinding
Simple versus advanced pathfinding
A* search algorithm
Summary
Chapter 8: Crowd Interactions
What is crowd interaction
Video games and crowd interactions
Planning crowd interactions
Crowd collision avoidance
Summary
Chapter 9: AI Planning and Collision Avoidance
Search
Summary
Chapter 10: Awareness
Stealth sub-genre
About tactics
About awareness
Implementing vision awareness
Summary

What You Will Learn

  • Get to know the basics of how to create different AI for different type of games
  • Know what to do when something interferes with the AI choices and how the AI should behave if that happens
  • Plan the interaction between the AI character and the environment using Smart Zones or Triggering Events
  • Use animations correctly, blending one animation into another and rather than stopping one animation and starting another
  • Calculate the best options for the AI to move using Pruning Strategies, Wall Distances, Map Preprocess Implementation, and Forced Neighbours
  • Create Theta algorithms to the AI to find short and realistic looking paths
  • Add many characters into the same scene and make them behave like a realistic crowd

Authors

Table of Contents

Chapter 1: Different Problems Require Different Solutions
A brief history of and solutions to game AI
Enemy AI in video games
From simple to smart and human-like AI
Visual and audio awareness
Summary
Chapter 2: Possibility and Probability Maps
Game states
Possibility maps
Defining the states
Probability maps
Summary
Chapter 3: Production System
Automated finite-state machines (AFSMs)
Utility-based functions
Dynamic game AI balancing
Summary
Chapter 4: Environment and AI
Visual interactions
Basic environment interactions
Advanced environment interactions
Summary
Chapter 5: Animation Behaviors
2D animation versus 3D animation
Animation state machines
Smooth transitions
Summary
Chapter 6: Navigation Behavior and Pathfinding
Navigation behavior
Summary
Chapter 7: Advanced Pathfinding
Simple versus advanced pathfinding
A* search algorithm
Summary
Chapter 8: Crowd Interactions
What is crowd interaction
Video games and crowd interactions
Planning crowd interactions
Crowd collision avoidance
Summary
Chapter 9: AI Planning and Collision Avoidance
Search
Summary
Chapter 10: Awareness
Stealth sub-genre
About tactics
About awareness
Implementing vision awareness
Summary

Book Details

ISBN 139781787122819
Paperback348 pages
Read More
From 8 reviews

Read More Reviews

Recommended for You

Game Development Patterns and Best Practices Book Cover
Game Development Patterns and Best Practices
$ 35.99
$ 25.20
Game Physics Cookbook Book Cover
Game Physics Cookbook
$ 39.99
$ 28.00
Game Audio Development with Unity 5.X Book Cover
Game Audio Development with Unity 5.X
$ 35.99
$ 25.20
Unity AI Game Programming - Second Edition Book Cover
Unity AI Game Programming - Second Edition
$ 39.99
$ 28.00
Mastering C++ Game Development Book Cover
Mastering C++ Game Development
$ 39.99
$ 28.00
Blender 3D: Characters, Machines, and Scenes for Artists Book Cover
Blender 3D: Characters, Machines, and Scenes for Artists
$ 69.99
$ 49.00