Programming Game AI by Example 1st Edition by Mat Buckland – Ebook PDF Instant Download/Delivery: 1284100804, 978-1284100808
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Product details:
ISBN 10: 1284100804
ISBN 13: 978-1284100808
Author: Mat Buckland
Programming Game AI by Example 1st Edition: Programming Game AI by Example provides a comprehensive and practical introduction to the “bread and butter” AI techniques used by the game development industry, leading the reader through the process of designing, programming, and implementing intelligent agents for action games using the C++ programming language. Techniques covered include state- and goal-based behavior, inter-agent communication, individual and group steering behaviors, team AI, graph theory, search, path planning and optimization, triggers, scripting, scripted finite state machines, perceptual modeling, goal evaluation, goal arbitration, and fuzzy logic.
Programming Game AI by Example 1st Edition Table of contents:
Chapter 1: A Math and Physics Primer
- Mathematics
- Physics
- Summing Up
- Simplification of Equation (1.90)
Chapter 2: State-Driven Agent Design
- What Exactly Is a Finite State Machine?
- Implementing a Finite State Machine
- The West World Project
- Making the State Base Class Reusable
- Global States and State Blips
- Creating a State Machine Class
- Introducing Elsa
- Summing Up
- Practice Makes Perfect
Chapter 3: How to Create Autonomously Moving Game Agents
- What Is an Autonomous Agent?
- The Vehicle Model
- The Steering Behaviors
- Group Behaviors
- Combining Steering Behaviors
- Ensuring Zero Overlap
- Coping with Lots of Vehicles: Spatial Partitioning
- Smoothing
- Practice Makes Perfect
Chapter 4: Sports Simulation-Simple Soccer
- The Simple Soccer Environment and Rules
- Designing the AI
- Summing Up
- Practice Makes Perfect
Chapter 5: The Secret Life of Graphs
- Graphs
- Implementing a Graph Class
- Graph Search Algorithms
- Summing Up
- Practice Makes Perfect
Chapter 6: To Script, or Not to Script-That Is the Question
- Just What Is a Scripting Language?
- What a Scripting Language Can Do for You
- Scripting in Lua
- Interfacing with C/C++
- Creating a Scripted Finite State Machine
- Useful URLs
- It Doesn’t All Smell of Roses
- Summing Up
Chapter 7: Raven: An Overview
- The Game
- Overview of the Game Architecture
- AI Design Considerations
- AI Implementation
- Summing Up
- Practice Makes Perfect
Chapter 8: Practical Path Planning
- Navigation Graph Construction
- The Raven Navigation Graph
- Creating a Path Planner Class
- Paths as Nodes or Paths as Edges?
- Path Smoothing
- Methods for Reducing CPU Overhead
- Precalculated Paths
- Time-Sliced Path Planning
- Hierarchical Pathfinding
- Getting Out of Sticky Situations
- Summing Up
- Practice Makes Perfect
Chapter 9: Goal Driven Agent Behavior
- The Return of Eric the Brave
- Implementation
- Examples of Goals Used by Raven Bots
- Goal Arbitration
- Putting It All Together
- Spin-offs
- Summing Up
- Practice Makes Perfect
Chapter 10: Fuzzy Logic
- Crisp Sets
- Fuzzy Sets
- Fuzzy Linguistic Variables
- Fuzzy Rules
- Fuzzy Inference
- Defuzzification
- From Theory to Application: Coding a Fuzzy Logic Module
- How Raven Uses the Fuzzy Logic Classes
- The Combs Method
- Fuzzy Inference and the Combs Method
- Summing Up
- Practice Makes Perfect
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