AI for Game Developers by David M. Bourg

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 merely dreamed of years in the past. yet present day online game gamers have grown in sophistication besides the video games they play. it truly is not adequate to wow your gamers with remarkable pix; your next step in growing much more immersive video games is more advantageous man made intelligence, or AI.

Fortunately, complicated AI video game thoughts are in the take hold of of each online game developer--not simply those that commit their careers to AI. if you are new to online game programming or if you are an skilled online game programmer who must wake up to velocity speedy on AI ideas, you will find AI for online game builders to be the best place to begin for knowing and utilizing AI options in your video games.

Written for the beginner AI programmer, AI for video game builders introduces you to concepts corresponding to finite nation machines, fuzzy common sense, neural networks, etc, in common, easy-to-understand language, supported with code samples during the whole booklet (written in C/C++). From uncomplicated ideas similar to chasing and evading, development flow, and flocking to genetic algorithms, the booklet offers a mixture of deterministic (traditional) and non-deterministic (newer) AI recommendations aimed squarely at rookies AI builders. different subject matters lined within the ebook contain: power functionality established hobbies: 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 variations except fuzzy good judgment and finite country machines simple chance Bayesian thoughts not like different books at the topic, AI for online game builders does not try to conceal each element of video game AI, yet to give you usable, complex thoughts you could observe for your video games right away. If you could have desired to use AI to expand the play-life of your video games, lead them to extra tough, and most significantly, lead them to extra enjoyable, then this publication is for you.

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StepBackward = 0; . . In this example, the pattern instructs the computer-controlled character to move forward 2 distance units, move forward again 2 distance units, turn right 10 degrees, turn right again 10 degrees, move forward 2 distance units, move forward again 2 distance units, and turn left 10 degrees. htm (2 of 3)7/23/05 5:40:18 PM AI for Game Developers pattern causes the computer-controlled character to move in a zigzag pattern. To process this pattern, you need to maintain and increment an index to the pattern array each time through the game loop.

Bresenham's algorithm is one of the more efficient methods for drawing a line in a pixel-based environment, but that's not the only reason it's useful for pathfinding calculations. Bresenham's algorithm also is attractive because unlike some other line-drawing algorithms, it will never draw two adjacent pixels along a line's shortest axis. For our pathfinding needs, this means the troll will walk along the shortest possible path between the starting and ending points. Figure 2-5 shows how Bresenham's algorithm, on the left, might compare to other line algorithms that can sometimes draw multiple pixels along the shortest axis.

StepBackward; CurrentIndex++; . . } As you can see, the basic algorithm is fairly simple. Of course, implementation details will vary depending on the structure of your game. It's also common practice to encode several different patterns in different arrays and have the computer select a pattern to execute at random or via some other decision logic within the game. Such techniques enhance the illusion of intelligence and lend more variety to the computer-controlled character's behavior. 2 Pattern Movement in Tiled Environments The approach we're going to use for tile-based pattern movement is similar to the method we used for tile-based line-of-sight chasing in Chapter 2.

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