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Köp båda 2 för 1618 krMat 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.
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<...