Download AI for Game Developers by David M. Bourg PDF

By David M. Bourg

Advances in 3D visualization and physics-based simulation expertise guarantee that online game builders to create compelling, visually immersive gaming environments that have been in simple terms dreamed of years in the past. yet cutting-edge online game gamers have grown in sophistication in addition to the video games they play. it is now not sufficient to wow your gamers with striking photos; the next move in growing much more immersive video games is enhanced synthetic intelligence, or AI.

Fortunately, complex AI video game ideas are in the grab of each video game developer--not simply those that commit their careers to AI. if you are new to video game programming or if you are an skilled online game programmer who must wake up to velocity fast on AI concepts, you will discover AI for online game builders to be the precise start line for figuring out and using AI suggestions for your video games.

Written for the amateur AI programmer, AI for video game builders introduces you to recommendations akin to finite nation machines, fuzzy good judgment, neural networks, and so forth, in effortless, easy-to-understand language, supported with code samples during the whole ebook (written in C/C++). From simple concepts similar to chasing and evading, trend circulation, and flocking to genetic algorithms, the ebook provides a mixture of deterministic (traditional) and non-deterministic (newer) AI recommendations aimed squarely at newbies AI builders. different subject matters coated within the booklet comprise: power functionality established routine: a strategy that handles chasing, evading swarming, and collision avoidance concurrently easy pathfinding and waypoints, together with a whole bankruptcy dedicated to the A* pathfinding set of rules AI scripting Rule-based AI: know about variations except fuzzy good judgment and finite nation machines easy likelihood Bayesian innovations not like different books at the topic, AI for video game builders does not try to disguise each point of video game AI, yet to give you usable, complicated concepts you could practice in your video games at once. If you may have desired to use AI to expand the play-life of your video games, cause them to extra demanding, and most significantly, cause them to extra enjoyable, then this ebook is for you.

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You can apply the approach illustrated in these two examples whether your game incorporates tile-based or continuous movement. In tile-based games, the xs and ys can represent columns and rows in a grid that encompasses the game domain. In this case, the xs and ys would be integers. In a continuous environment, the xs and ysand zs if yours is a 3D gamewould be real numbers representing the coordinates in a Cartesian coordinate system encompassing the game domain. There's no doubt that although it's simple, this method works.

Figure 2-6. Bresenham tile-based chase Figure 2-6 shows the troll's path, but of course this function doesn't actually draw the path. Instead of drawing the line points, this function stores each row and column coordinate in the pathRow and pathCol arrays. These stored values are then used by an outside function to guide the troll along a path that leads to the player. 4 Line-of-Sight Chasing in Continuous Environments The Bresenham algorithm is an effective method for tiled environments. In this section we discuss a line-ofsight chase algorithm in the context of continuous environments.

We'll explore several such algorithms in upcoming chapters. Also, note that other algorithms are available for you to use to effect chasing or evading. One such method is based on the use of potential functions, which we discuss in Chapter 5. htm (6 of 6)7/23/05 5:40:07 PM AI for Game Developers All Online Books Table of Contents View as Frames Chapter 3. Pattern Movement This chapter covers the subject of pattern movement. Pattern movement is a simple way to give the illusion of intelligent behavior.

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