AI for Game Developers by David M. Bourg

By David M. Bourg

Advances in 3D visualization and physics-based simulation know-how make sure that video game builders to create compelling, visually immersive gaming environments that have been simply dreamed of years in the past. yet state-of-the-art video game gamers have grown in sophistication besides the video games they play. it is not adequate to wow your gamers with wonderful photos; your next step in growing much more immersive video games is more suitable synthetic intelligence, or AI.

Fortunately, complex AI video game thoughts are in the snatch of each video game developer--not simply those that commit their careers to AI. in case you are new to video 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 ideal start line for realizing and using AI ideas on your video games.

Written for the beginner AI programmer, AI for online game builders introduces you to suggestions similar to finite nation machines, fuzzy good judgment, neural networks, and so forth, in effortless, easy-to-understand language, supported with code samples in the course of the whole ebook (written in C/C++). From easy innovations resembling chasing and evading, development stream, and flocking to genetic algorithms, the booklet offers a mixture of deterministic (traditional) and non-deterministic (newer) AI recommendations aimed squarely at newbies AI builders. different themes lined within the ebook contain: power functionality established events: a strategy that handles chasing, evading swarming, and collision avoidance at the same time uncomplicated 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 common sense and finite nation machines uncomplicated chance Bayesian recommendations 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 suggestions you could observe for your video games straight away. If you could have desired to use AI to expand the play-life of your video games, cause them to extra demanding, and most significantly, cause them to extra enjoyable, then this ebook is for you.

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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.

Htm (4 of 5)7/23/05 5:40:00 PM AI for Game Developers The results of this algorithm are illustrated in Figure 2-9. Figure 2-9. Line-of-sight chase in continuous environment Figure 2-9 shows the paths taken by both the predator and the prey. At the start of the simulation, the predator was located in the lower left corner of the window while the prey was located in the lower right. Over time, the prey traveled in a straight line toward the upper left of the window. The predator's path curved as it continuously adjusted its heading to keep pointing toward the moving prey.

Htm (1 of 2)7/23/05 5:38:19 PM AI for Game Developers depending on your game's requirements. For example, in games that incorporate real-time physics engines you can employ methods that consider the positions and velocities of both the predator and its prey so that the predator can try to intercept its prey instead of relentlessly chasing it. In this case the relative position and velocity information can be used as input to an algorithm that will determine appropriate force actuationsteering forces, for exampleto guide the predator to the target.

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