Practical Game AI Programming

Jump into the world of Game AI development

Practical Game AI Programming

Micael DaGraça

5 customer reviews
Jump into the world of Game AI development
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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
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