AI for Game Developers by David M. Bourg

By David M. Bourg

Advances in 3D visualization and physics-based simulation know-how guarantee that online game builders to create compelling, visually immersive gaming environments that have been merely dreamed of years in the past. yet state-of-the-art video game avid gamers have grown in sophistication in addition to the video games they play. it really is not adequate to wow your gamers with astonishing snap shots; the next move in developing much more immersive video games is more advantageous synthetic intelligence, or AI.

Fortunately, complex AI video game concepts are in the grab of each video game developer--not simply those that devote their careers to AI. in case you are new to video game programming or if you are an skilled video game programmer who must wake up to pace speedy on AI thoughts, you will find AI for online game builders to be the right start line for knowing and utilising AI ideas for your video games.

Written for the amateur AI programmer, AI for video game builders introduces you to options akin to finite country machines, fuzzy common sense, neural networks, etc, in user-friendly, easy-to-understand language, supported with code samples through the whole ebook (written in C/C++). From easy options resembling chasing and evading, trend circulate, and flocking to genetic algorithms, the ebook offers a mixture of deterministic (traditional) and non-deterministic (newer) AI recommendations aimed squarely at newbies AI builders. different issues coated within the booklet contain: power functionality dependent pursuits: a method that handles chasing, evading swarming, and collision avoidance concurrently simple pathfinding and waypoints, together with a whole bankruptcy dedicated to the A* pathfinding set of rules AI scripting Rule-based AI: find out about versions except fuzzy good judgment and finite nation machines easy likelihood Bayesian options not like different books at the topic, AI for online game builders does not try and conceal each element of online game AI, yet to give you usable, complicated options you could observe in your video games immediately. If you could have desired to use AI to expand the play-life of your video games, lead them to extra not easy, and most significantly, cause them to extra enjoyable, then this e-book is for you.

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In a continuous environment, position is represented by floating-point coordinates, which can represent any location in the game domain. The player also is free to head in any direction. 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.

The sample program AIDemo2-1, available for download from this book's web site (http://www. com/BOOK"), implements the basic chase algorithm in a tile-based environment. The relevant code is shown in Example 2-3. Example 2-3. htm (2 of 4)7/23/05 5:38:24 PM AI for Game Developers predatorRow++; Notice the similarities in Examples 2-3 and 2-1. The only difference is that in Example 2-3 rows and columns are used instead of floating-point xs and ys. The trouble with this basic method is that often the chasing or evading seems almost too mechanical.

To turn right, a steering force is applied that will push the nose of the vehicle to the right. Likewise, to turn left, a steering force is applied that will push the nose of the vehicle to the left. For the purposes of this example, we assume that the steering forces are bow thrustersfor example, they could be little jets located on the front end of the vehicle that push the front end to either side. These forces are illustrated in Figure 2-7. htm (1 of 5)7/23/05 5:40:00 PM AI for Game Developers Figure 2-7.

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