Programming Game AI by Example

(häftad)

av M Buckland

Bloggar      
Format:
Häftad (paperback)
Utgiven:
2004-10-01
Språk:
Engelska
Programming Game AI by Example provides a comprehensive and practical introduction to the bread and butter AI techniques used by the game development industry, leading the reader through the process of designing, programming, and implementing intelligent agents for action games using the C++ programming language.



stands out from the pack by providing industrial-strength solutions to difficult problems, like steering and goal-oriented behavior. Mat guides the reader toward building a foundation robust enough for real games. This book is a must-have for anyone new to the field, and has tips for the seasoned professional as well. I wish I [had] read it eight years ago!

Jeff Orkin

AI architect, Monolith Productions

No One Lives Forever 2 and F.E.A.R.



a nice combination of a lot of really useful information, put together in a way that doesnt make my brain leak.

Gareth Lewis

Project leader, Lionhead Studios

Black & White 2

Passar bra ihop

Programming Game AI by Example + AI Game Engine Programming, 2nd Edition, Book/CD Package
De som köpt den här boken har ofta också köpt AI Game Engine Programming, 2nd Edition, Book/CD Package av Brian Schwab
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Övrig information

Mat Buckland is the author of the best-selling AI Techniques for Game Programming (193184108X) from Course Technology. He has been developing and consulting in the AI game community for years and has published dozens of articles on AI principles. He runs the highly successful AI Junkies web site, and lives in London.

Innehållsförteckning

Foreword xiii

Acknowledgments xvii

Introduction xix



Chapter 1 - A Math and Physics Primer 1

Mathematics 1

Cartesian Coordinates 1

Functions and Equations 3

Exponents and Powers 5

Roots of Numbers (Radicals) 6

Simplifying Equations 7

Trigonometry 10

Rays and Line Segments 10

Angles 11

Triangles 12

Vectors 18

Adding and Subtracting Vectors 19

Multiplying Vectors 20

Calculating the Magnitude of a Vector 20

Normalizing Vectors 21

Resolving Vectors 22

The Dot Product 23

A Practical Example of Vector Mathematics 24

The Vector2D Struct 25

Local Space and World Space 26

Physics 28

Time 28

Distance 29

Mass 29

Position 30

Velocity 30

Acceleration 32

Force 38

Summing Up 40



Chapter 2 - State-Driven Agent Design 43

What Exactly Is a Finite State Machine? 44

Implementing a Finite State Machine 45

State Transition Tables 47

Embedded Rules 48

The West World Project 50

The BaseGameEntity Class 52

The Miner Class 53

The Miner States 54

The State Design Pattern Revisited 55

The EnterMineAndDigForNugget State 60

Making the State Base Class Reusable 62

Global States and State Blips 63

Creating a State Machine Class 64

Introducing Elsa 67

Adding Messaging Capabilities to Your FSM 69

The Telegram Structure 70

Miner Bob and Elsa Communicate 71

Message Dispatch and Management 71

The MessageDispatcher Class 73

Message Handling 75

Elsa Cooks Dinner 78

Step One 78

Step Two 79

Step Three 80

Step Four 80

Step Five 81

Summing Up 82



Chapter 3 - How to Create Autonomously Moving Game Agents 85

What Is an Autonomous Agent? 85

The Vehicle Model 87

Updating the Vehicle Physics 89

The Steering Behaviors 91

Seek 91

Flee 92

Arrive 93

Pursuit 94

Evade 96

Wander 96

Obstacle Avoidance 99

Finding the Closest Intersection Point 100

Calculating the Steering Force 103

Wall Avoidance 104

Interpose 106

Hide 107

Path Following 110

Offset Pursuit 111

Group Behaviors 113

Separation 115

Alignment 116

Cohesion 117

Flocking 118

Combining Steering Behaviors 119

Weighted Truncated Sum 120

Weighted Truncated Running Sum with Prioritization 121

Prioritized Dithering 123

Ensuring Zero Overlap 124

Coping with Lots of Vehicles: Spatial Partitioning 126

Smoothing 130



Chapter 4 - Sports Simulation Simple Soccer 133

The Simple Soccer Environment and Rules 134

The Soccer Pitch 135

The Goals 138

The Soccer Ball 138

SoccerBall::FuturePosition 141

SoccerBall::TimeToCoverDistance 142

Designing the AI 144

The SoccerTeam Class 145

The Receiving Player 146

The Closest Player to the Ball 146<...

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Programming Game AI by Example (häftad)

Fler böcker inom

  • Titel: Programming Game AI by Example
  • Format: Häftad
  • ISBN: 9781556220784
  • Förlag: Wordware
  • Utgivningsland: USA
  • Utgivningsort: Plano
  • Illustrationer: Ill.
  • Upplaga: illustrated ed
  • Antal sidor: 488
  • Vikt: 700 g
  • Höjd: 154 mm
  • Antal komponenter: 1