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AI for Game Developers
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AI for Game Developers
AI for Game Developers
By
David M. Bourg
,
Glenn Seeman
Publisher: O'Reilly
Pub Date: July 2004
ISBN: 0-596-00555-5
Pages: 400
Written for the novice AI programmer,
AI for Game Developers
introduces you to techniques such as finite state
machines, fuzzy logic, neural networks, and many others, in straightforward, easy-to-understand language,
supported with code samples throughout the entire book (written in C/C++). From basic techniques such as
chasing and evading, pattern movement, and flocking to genetic algorithms, the book presents a mix of
deterministic (traditional) and non-deterministic (newer) AI techniques aimed squarely at beginners AI developers.
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O'Reilly: AI for Game Developers
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AI for Game Developers
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Table of Contents
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Copyright
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Preface
Assumptions This Book Makes
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About This Book
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Conventions Used in This Book
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Additional Resources
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Using Code Examples
How to Contact Us
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Acknowledgments
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Chapter 1. Introduction to Game AI
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Section 1.1. Deterministic Versus Nondeterministic AI
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Section 1.2. Established Game AI
Section 1.3. The Future of Game AI
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Chapter 2. Chasing and Evading
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Section 2.1. Basic Chasing and Evading
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Section 2.2. Line-of-Sight Chasing
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Section 2.3. Line-of-Sight Chasing in Tiled Environments
Section 2.4. Line-of-Sight Chasing in Continuous Environments
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Section 2.5. Intercepting
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Chapter 3. Pattern Movement
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Section 3.1. Standard Algorithm
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Section 3.2. Pattern Movement in Tiled Environments
Section 3.3. Pattern Movement in Physically Simulated Environments
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Chapter 4. Flocking
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Section 4.1. Classic Flocking
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Section 4.2. Flocking Example
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Section 4.3. Obstacle Avoidance
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Section 4.4. Follow the Leader
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Chapter 5. Potential Function-Based Movement
Section 5.1. How Can You Use Potential Functions for Game AI?
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Section 5.2. Chasing/Evading
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Section 5.3. Obstacle Avoidance
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Section 5.4. Swarming
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Section 5.5. Optimization Suggestions
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Chapter 6. Basic Pathfinding and Waypoints
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Section 6.1. Basic Pathfinding
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Section 6.2. Breadcrumb Pathfinding
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Section 6.3. Path Following
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Section 6.4. Wall Tracing
Section 6.5. Waypoint Navigation
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Chapter 7. A* Pathfinding
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Section 7.1. Defining the Search Area
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Section 7.2. Starting the Search
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Section 7.3. Scoring
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Section 7.4. Finding a Dead End
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Section 7.5. Terrain Cost
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Section 7.6. Influence Mapping
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Section 7.7. Further Information
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Chapter 8. Scripted AI and Scripting Engines
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Section 8.1. Scripting Techniques
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Section 8.2. Scripting Opponent Attributes
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Section 8.3. Basic Script Parsing
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Section 8.4. Scripting Opponent Behavior
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Section 8.5. Scripting Verbal Interaction
Section 8.6. Scripting Events
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Section 8.7. Further Information
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Chapter 9. Finite State Machines
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Section 9.1. Basic State Machine Model
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Section 9.2. Finite State Machine Design
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Section 9.3. Ant Example
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Section 9.4. Further Information
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Chapter 10. Fuzzy Logic
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Section 10.1. How Can You Use Fuzzy Logic in Games?
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Section 10.2. Fuzzy Logic Basics
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Section 10.3. Control Example
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Section 10.4. Threat Assessment Example
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Chapter 11. Rule-Based AI
Section 11.1. Rule-Based System Basics
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Section 11.2. Fighting Game Strike Prediction
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Section 11.4. Further Information
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Chapter 12. Basic Probability
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Section 12.1. How Do You Use Probability in Games?
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Section 12.2. What is Probability?
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Section 12.3. Probability Rules
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Section 12.4. Conditional Probability
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Chapter 13. Decisions Under UncertaintyBayesian Techniques
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Section 13.1. What is a Bayesian Network?
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Section 13.2. Trapped?
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Section 13.3. Treasure?
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Section 13.4. By Air or Land
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Section 13.5. Kung Fu Fighting
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Section 13.6. Further Information
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Chapter 14. Neural Networks
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Section 14.0.
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Section 14.1. Dissecting Neural Networks
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Section 14.2. Training
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Section 14.3. Neural Network Source Code
Section 14.4. Chasing and Evading with Brains
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Section 14.5. Further Information
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Chapter 15. Genetic Algorithms
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Section 15.1. Evolutionary Process
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Section 15.2. Evolving Plant Life
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Section 15.3. Genetics in Game Development
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Section 15.4. Further Information
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Vector Operations
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Vector Class
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Magnitude
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Vector Functions and Operators
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Colophon
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