By David M. Bourg

ISBN-10: 0596005555

ISBN-13: 9780596005559

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

Fortunately, complex AI video game suggestions are in the seize of each online game developer--not simply those that devote 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 fast on AI recommendations, you can find AI for online game builders to be the fitting start line for realizing and making use of AI ideas for your video games.

Written for the amateur AI programmer, AI for video game builders introduces you to recommendations comparable to finite kingdom machines, fuzzy good judgment, neural networks, etc, in elementary, easy-to-understand language, supported with code samples through the whole ebook (written in C/C++). From simple strategies akin to chasing and evading, trend circulate, and flocking to genetic algorithms, the e-book offers a mixture of deterministic (traditional) and non-deterministic (newer) AI strategies aimed squarely at novices AI builders. different issues lined within the ebook contain: capability functionality dependent hobbies: 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: know about versions except fuzzy good judgment and finite country machines uncomplicated likelihood Bayesian options in contrast to different books at the topic, AI for video game builders does not try to conceal each point of online game AI, yet to offer you usable, complex thoughts you could observe for your video games straight away. If you have desired to use AI to expand the play-life of your video games, cause them to extra not easy, and most significantly, lead them to extra enjoyable, then this publication is for you.

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Example text

In the scenario on the left, the prey is sitting still; thus the predator makes a straight-line dash toward the prey. In the scenario on the right, the prey is moving along some arbitrary path over time. At each time step, or cycle through the game loop, the predator moves toward the current position of the prey. As the prey moves, the predator traces out a curved path from its starting point. The results illustrated here look more natural than those resulting from the basic-chase algorithm. Over the remainder of this section, we'll show you two algorithms that implement line-of-sight chasing.

Actually, this line does more than calculate the line of site. vPosition), and then it passes the resulting vector to the function VRotate2D to convert it to the predator's local, body-fixed coordinates. VRotate2D performs a standard coordinate-system transform given the body-fixed coordinate system's orientation with respect to the earth-fixed system (see the sidebar "Global & Local Coordinate Systems"). The result is stored in u, and then u is normalizedthat is, it is converted to a vector of unit length.

We also give you example code that implements these methods in the context of tile-based and continuous-movement environments. 1 Basic Chasing and Evading As we said earlier, the simplest chase algorithm involves correcting the predator's coordinates based on the prey's coordinates so as to reduce the distance between their positions. This is a very common method for implementing basic chasing and evading. ) In code, the method looks something like that shown in Example 2-1. Example 2-1. Basic chase algorithm if (predatorX > preyX) predatorX--; else if (predatorX < preyX) predatorX++; if (predatorY > preyY) predatorY--; else if (predatorY < preyY) predatorY++; In this example, the prey is located at coordinates preyX and preyY, while the predator is located at coordinates predatorX and predatorY.

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AI for Game Developers by David M. Bourg


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