Creating robust artificial intelligence is one of the greatest challenges for game developers, yet the commercial success of a game is often dependent upon the quality of the AI. In this book, Ian Millington brings extensive professional experience to the problem of improving the quality of AI in ga
Artificial Intelligence for Games
β Scribed by Funge, John;Millington, Ian
- Publisher
- CRC Press
- Year
- 2016
- Tongue
- English
- Leaves
- 895
- Edition
- 2nd ed
- Category
- Library
No coin nor oath required. For personal study only.
β¦ Table of Contents
AI and GamesIntroductionWhat Is AI?Model of Game AIAlgorithms, Data Structures, and RepresentationsOn the WebsiteLayout of the BookGame AIThe Complexity FallacyThe Kind of AI in GamesSpeed and MemoryThe AI EngineTechniquesMovementThe Basics of Movement AlgorithmsKinematic Movement AlgorithmsSteering BehaviorsCombining Steering BehaviorsPredicting PhysicsJumpingCoordinated MovementMotor ControlMovement in the Third DimensionPathfindingThe Pathfinding GraphDijkstraAWorld RepresentationsImproving on AHierarchical PathfindingOther Ideas in PathfindingContinuous Time PathfindingMovement PlanningDecision MakingOverview of Decision MakingDecision TreesState MachinesBehavior TreesFuzzy LogicMarkov SystemsGoal-Oriented BehaviorRule-Based SystemsBlackboard ArchitecturesScriptingAction ExecutionTactical and Strategic AIWaypoint TacticsTactical AnalysesTactical PathfindingCoordinated ActionLearningLearning BasicsParameter ModificationAction PredictionDecision LearningNaive Bayes ClassifiersDecision Tree LearningReinforcement LearningArtificial Neural NetworksBoard GamesGame TheoryMinimaxingTransposition Tables and MemoryMemory-Enhanced Test AlgorithmsOpening Books and Other Set PlaysFurther OptimizationsTurn-Based Strategy GamesSupporting TechnologiesExecution ManagementSchedulingAnytime AlgorithmsLevel of DetailWorld InterfacingCommunicationGetting Knowledge EfficientlyEvent ManagersPolling StationsSense ManagementTools and Content CreationKnowledge for Pathfinding and Waypoint TacticsKnowledge for MovementKnowledge for Decision MakingThe ToolchainDesigning Game AIDesigning Game AIThe DesignShootersDrivingReal-Time StrategySportsTurn-Based Strategy GamesAI-Based Game GenresTeaching CharactersFlocking and Herding GamesAppendixBooks, Periodicals, and PapersGames
β¦ Subjects
Artificial intelligence;Computer animation;Computer games--Programming;Electronic books;Computer games -- Programming
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