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AI for Game Developers Creating Intelligent Behavior in Games

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ISBN-10: 0596005555

ISBN-13: 9780596005559

Edition: 2004

Authors: David M. Bourg, Glenn Seemann

List price: $39.95
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Advances in 3D visualization and physics-based simulation technology make it possible for game developers to create compelling, visually immersive gaming environments that were only dreamed of years ago. But today's game players have grown in sophistication along with the games they play. It's no longer enough to wow your players with dazzling graphics; the next step in creating even more immersive games is improved artificial intelligence, or AI. Fortunately, advanced AI game techniques are within the grasp of every game developer--not just those who dedicate their careers to AI. If you're new to game programming or if you're an experienced game programmer who needs to get up to speed…    
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Book details

List price: $39.95
Copyright year: 2004
Publisher: O'Reilly Media, Incorporated
Publication date: 8/17/2004
Binding: Paperback
Pages: 390
Size: 6.97" wide x 9.13" long x 1.14" tall
Weight: 1.430

David Bourg is a Naval Architect involved in various military and commercial proposal, design, and construction efforts. Since 1998, David has served as an independent consultant working for various regional clients engaged in both commercial and military shipbuilding where he provides design and analysis services including but not limited to concept design, proposal writing, detailed design and analysis, visualization, and software development among other services. He coordinated and led the winning design and proposal effort for the US Coast Guard Point Class (patrol boat) Replacement Program. In 2006, David joined fellow Naval Architect Kenneth Humphreys to form MiNO Marine, LLC, a naval…    

Glenn Seemann is a veteran game programmer with over a dozen games to his credit, for Mac and Windows systems. He's a co-founder with David Bourg of Crescent Vision Interactive, a game development company specializing in cross-platform games.

Preface
Introduction to Game AI
Deterministic Versus Nondeterministic AI
Established Game AI
The Future of Game AI
Chasing and Evading
Basic Chasing and Evading
Line-of-Sight Chasing
Line-of-Sight Chasing in Tiled Environments
Intercepting
Pattern Movement
Standard Algorithm
Pattern Movement in Tiled Environments
Pattern Movement in Physically Simulated Environments
Flocking
Classic Flocking
Flocking Example
Obstacle Avoidance
Follow the Leader
Potential Function-Based Movement
How Can You Use Potential Functions for Game AI?
Chasing/Evading
Obstacle Avoidance
Swarming
Optimization Suggestions
Basic Pathfinding and Waypoints
Basic Pathfinding
Breadcrumb Pathfinding
Path Following
Wall Tracing
Waypoint Navigation
A* Pathfinding
Defining the Search Area
Starting the Search
Scoring
Finding a Dead End
Terrain Cost
Influence Mapping
Further Information
Scripted AI and Scripting Engines
Scripting Techniques
Scripting Opponent Attributes
Basic Script Parsing
Scripting Opponent Behavior
Scripting Verbal Interaction
Scripting Events
Further Information
Finite State Machines
Basic State Machine Model
Finite State Machine Design
Ant Example
Further Information
Fuzzy Logic
How Can You Use Fuzzy Logic in Games?
Fuzzy Logic Basics
Control Example
Threat Assessment Example
Rule-Based AI
Rule-Based System Basics
Fighting Game Strike Prediction
Further Information
Basic Probability
How Do You Use Probability in Games?
What is Probability?
Probability Rules
Conditional Probability
Decisions Under Uncertainty--Bayesian Techniques
What is a Bayesian Network?
Trapped?
Treasure?
By Air or Land
Kung Fu Fighting
Further Information
Neural Networks
Dissecting Neural Networks
Training
Neural Network Source Code
Chasing and Evading with Brains
Further Information
Genetic Algorithms
Evolutionary Process
Evolving Plant Life
Genetics in Game Development
Further Information
Vector Operations
Index