AIforGameDevelopersAllOnlineBooksTableofContentsViewasFramesTableofContentsReviewsExamplesReaderReviewsErrataAcademic(1of2)7/23/055:36:25PMAIforGameDevelopersAIforGameDevelopersByDavidM.Bourg,GlennSeemanPublisher:O'ReillyPubDate:July2004ISBN:0-596-00555-5Pages:400WrittenforthenoviceAIprogrammer,AIforGameDevelopersintroducesyoutotechniquessuchasfinitestatemachines,fuzzylogic,neuralnetworks,andmanyothers,instraightforward,easy-to-understandlanguage,supportedwithcodesamplesthroughouttheentirebook(writteninC/C++).Frombasictechniquessuchaschasingandevading,patternmovement,andflockingtogeneticalgorithms,thebookpresentsamixofdeterministic(traditional)andnon-deterministic(newer)AItechniquesaimedsquarelyatbeginnersAIdevelopers.(2of2)7/23/055:36:25PMO'Reilly:AIforGameDevelopersAllOnlineBooksTableofContentsViewasFrames●AIforGameDevelopers●TableofContents●Copyright●Preface❍AssumptionsThisBookMakes❍AboutThisBook❍ConventionsUsedinThisBook❍AdditionalResources❍UsingCodeExamples❍HowtoContactUs❍Acknowledgments●Chapter1.IntroductiontoGameAI❍Section1.1.DeterministicVersusNondeterministicAI❍Section1.2.EstablishedGameAI❍Section1.3.TheFutureofGameAI●Chapter2.ChasingandEvading❍Section2.1.BasicChasingandEvading❍Section2.2.Line-of-SightChasing❍Section2.3.Line-of-SightChasinginTiledEnvironments❍Section2.4.Line-of-SightChasinginContinuousEnvironments❍Section2.5.Intercepting●Chapter3.PatternMovement❍Section3.1.StandardAlgorithm❍Section3.2.PatternMovementinTiledEnvironments❍Section3.3.PatternMovementinPhysicallySimulatedEnvironments●Chapter4.Flocking❍Section4.1.ClassicFlocking❍Section4.2.FlockingExample❍Section4.3.ObstacleAvoidanceJavaScriptTreeMenu(1of3)7/23/055:52:56PMO'Reilly:AIforGameDevelopers❍Section4.4.FollowtheLeader●Chapter5.PotentialFunction-BasedMovement❍Section5.1.HowCanYouUsePotentialFunctionsforGameAI?❍Section5.2.Chasing/Evading❍Section5.3.ObstacleAvoidance❍Section5.4.Swarming❍Section5.5.OptimizationSuggestions●Chapter6.BasicPathfindingandWaypoints❍Section6.1.BasicPathfinding❍Section6.2.BreadcrumbPathfinding❍Section6.3.PathFollowing❍Section6.4.WallTracing❍Section6.5.WaypointNavigation●Chapter7.A*Pathfinding❍Section7.1.DefiningtheSearchArea❍Section7.2.StartingtheSearch❍Section7.3.Scoring❍Section7.4.FindingaDeadEnd❍Section7.5.TerrainCost❍Section7.6.InfluenceMapping❍Section7.7.FurtherInformation●Chapter8.ScriptedAIandScriptingEngines❍Section8.1.ScriptingTechniques❍Section8.2.ScriptingOpponentAttributes❍Section8.3.BasicScriptParsing❍Section8.4.ScriptingOpponentBehavior❍Section8.5.ScriptingVerbalInteraction❍Section8.6.ScriptingEvents❍Section8.7.FurtherInformation●Chapter9.FiniteStateMachines❍Section9.1.BasicStateMachineModel❍Section9.2.FiniteStateMachineDesign❍Section9.3.AntExample❍Section9.4.FurtherInformation●Chapter10.FuzzyLogic❍Section10.1.HowCanYouUseFuzzyLogicinGames?❍Section10.2.FuzzyLogicBasics❍Section10.3.ControlExample(2of3)7/23/055:52:56PMO'Reilly:AIforGameDevelopers❍Section10.4.ThreatAssessmentExample●Chapter11.Rule-BasedAI❍Section11.1.Rule-BasedSystemBasics❍Section11.2.FightingGameStrikePrediction❍Section11.4.FurtherInformation●Chapter12.BasicProbability❍Section12.1.HowDoYouUseProbabilityinGames?❍Section12.2.WhatisProbability?❍Section12.3.ProbabilityRules❍Section12.4.ConditionalProbability●Chapter13.DecisionsUnderUncertaintyBayesianTechniques❍Section13.1.WhatisaBayesianNetwork?❍Section13.2.Trapped?❍Section13.3.Treasure?❍Section13.4.ByAirorLand❍Section13.5.KungFuFighting❍Section13.6.FurtherInformation●Chapter14.NeuralNetworks❍Section14.0.❍Section14.1.DissectingNeuralNetworks❍Section14.2.Training❍Section14.3.NeuralNetworkSourceCode❍Section14.4.ChasingandEvadingwithBrains❍Section14.5.FurtherInformation●Chapter15.GeneticAlgorithms❍Section15.1.EvolutionaryProcess❍Section15.2.EvolvingPlantLife❍Section15.3.GeneticsinGameDevelopment❍Section15.4.FurtherInformation●VectorOperations❍VectorClass❍Magnitude❍VectorFunctionsandOperators●Colophon(3of3)7/23/055:52:56PMAIforGameDevelopersAllOnlineBooksTableofContentsViewasFramesPrefaceRecentadvancesin3Dvisualizationandphysics-basedsimulationtechnology,atboththesoftwareandhardwarelevels,haveenabledgamedeveloperstocreatecompelling,visuallyimmersivegamingenvironments.Thenextstepincreatingevenmoreimmersivegamesisimprovedartificialintelligence(AI).Advancesincomputingpower,andinhardware-acceleratedgraphicsinparticular,arehelpingtofreeupmoreCPUcyclesthatcanbedevotedtomoresophisticatedAIenginesforgames.Further,thelargenumberofresourcesacademicpapers,books,gameindustryarticles,andwebsitesdevotedtoAIarehelpingtoputadvancedAItechniqueswithinthegraspofeverygamedeveloper,notjustthoseprofessionalswhodevotetheircareerstoAI.Withthatsaid,wadingthroughvolumesoftechnicalpapers,textbooks,andwebsitescanbeadauntingtaskforupcominggameAIdeveloper