AI for Game Developers - download pdf or read online

By David M. Bourg

ISBN-10: 0596005555

ISBN-13: 9780596005559

Advances in 3D visualization and physics-based simulation know-how be sure that online game builders to create compelling, visually immersive gaming environments that have been purely dreamed of years in the past. yet modern video game avid gamers have grown in sophistication in addition to the video games they play. it really is now not adequate to wow your avid gamers with astonishing portraits; your next step in developing much more immersive video games is superior man made intelligence, or AI.

Fortunately, complicated AI online game ideas are in the take hold of of each online game developer--not simply those that commit their careers to AI. in case you are new to online game programming or if you are an skilled video game programmer who must wake up to pace speedy on AI suggestions, you can find AI for online game builders to be the precise start line for realizing and using AI concepts in your video games.

Written for the beginner AI programmer, AI for video game builders introduces you to innovations reminiscent of finite country machines, fuzzy common sense, neural networks, and so on, in user-friendly, easy-to-understand language, supported with code samples during the complete e-book (written in C/C++). From easy innovations equivalent to chasing and evading, trend stream, and flocking to genetic algorithms, the publication offers a mixture of deterministic (traditional) and non-deterministic (newer) AI recommendations aimed squarely at newbies AI builders. different issues coated within the booklet comprise: strength functionality established events: a method 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: find out about variations except fuzzy good judgment and finite nation machines easy likelihood Bayesian ideas in contrast to different books at the topic, AI for video game builders does not try and disguise each element of online game AI, yet to offer you usable, complex thoughts you could follow on your video games at once. If you could have desired to use AI to expand the play-life of your video games, cause them to extra demanding, and most significantly, lead them to extra enjoyable, then this e-book is for you.

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Sample text

Over time, the prey traveled in a straight line toward the upper left of the window. The predator's path curved as it continuously adjusted its heading to keep pointing toward the moving prey. Just like the basic algorithm we discussed earlier in this chapter, this line-of-sight algorithm is relentless. The predator will always head directly toward the prey and most likely end up right behind it, unless it is moving so fast that it overshoots the prey, in which case it will loop around and head toward the prey again.

So, the objective for the line-of-sight approach is to calculate a path so that the troll appears to be walking in a straight line toward the player. The approach we'll take to solve this problem involves using a standard line algorithm that is typically used to draw lines in a pixel environment. We're essentially going to treat the tile-based environment as though each tile was in fact a giant screen pixel. However, instead of coloring the pixels to draw a line on the screen, the line algorithm is going to tell us which tiles the troll should follow so that it will walk in a straight line to its target.

Figure 2-11. jpg Figure 2-12. jpg Figure 2-13. jpg Figure 2-14. jpg Figure 2-11 illustrates a scenario in which the predator and prey start out from the lower left and right corners of the window, respectively. The prey moves at constant velocity from the lower right to the upper left of the window. At the same time the predator calculates the predicted interception point and heads toward it, continuously updating the predicted interception point and its heading accordingly. The predicted interception point is illustrated in this figure as the streak of dots ahead of the prey.

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AI for Game Developers by David M. Bourg

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