Description |
xxx, 710 pages : illustrations ; 24 cm + 1 CD-ROM (4 3/4 in.) |
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4 3/4 in |
Contents |
Pt. I. Introduction -- 1. Basic Definitions and Concepts -- 2. An AI Engine: The Basic Components and Design -- 3. AIsteroids: Our AI Test Bed -- Pt. II. Game Genres -- 4. Role Playing Games (RPGs) -- 5. Adventure Games -- 6. Real-Time Strategy (RTS) Games -- 7. First-Person Shooters/Third-Person Shooters (FTPS) -- 8. Platform Games -- 9. Shooter Games -- 10. Sports Games -- 11. Racing Games -- 12. Classic Strategy Games -- 13. Fighting Games -- 14. Miscellaneous Genres of Note -- Pt. III. Basic AI Engine Techniques -- 15. Finite-State Machines -- 16. Fuzzy-State Machines (FuSMs) -- 17. Message-Based Systems -- 18. Scripting Systems -- 19. Location-Based Information Systems -- Pt. IV. Advanced AI Engine Techniques -- 20. Steering Behaviors -- 21. Combination Systems -- 22. Genetic Algorithms -- 23. Neural Networks -- 24. Other Techniques of Note -- Pt. V. Real Game AI Development -- 25. Distributed AI Design -- 26. Common AI Development Concerns -- 27. Debugging -- 28. Conclusions, and the Future -- App. A. About the CD-ROM -- App. B. References |
Summary |
"A fully revised updated to the first edition, AI Game Engine Programming, Second Edition provides game developers with the tools and information they need to create modern game AI engines. Covering the four principle elements of game artificial intelligence, the book takes you from theory to actual game development, going beyond merely discussing how a technique might be used. Beginning with a clear definition of game AI, you'll learn common terminology, the underlying concepts of AI, and you'll explore the different parts of the game AI engine. You'll then take a look at AI design considerations, solutions, and even common pitfalls genre by genre, covering the majority of modern game genres and examining concrete examples of AI used in actual commercial games. Finally, you'll study actual code implementations for each AI technique presented, both in skeletal form and as part of the real-world example, to learn how it works in an actual game engine and how it can be optimized in the future."--BOOK JACKET |
Analysis |
Computer games Design |
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Computer games Programming |
Notes |
Formerly CIP. Uk |
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Includes CD-ROM |
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Previous ed.: published as AI game engine programming. Hingham, Mass.: Charles River Media, 2004 |
Bibliography |
Includes bibliographical references (pages 685-686) and index |
Subject |
Artificial intelligence.
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Computer games -- Design.
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Computer games -- Programming.
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Author |
Schwab, Brian.
AI game engine programming
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LC no. |
2008938147 |
ISBN |
1584505729 (paperback) |
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9781584505723 (paperback) |
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