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Index
Title Page Copyright
Practical Game AI Programming
Credits About the Author About the Reviewer www.PacktPub.com
Why subscribe?
Customer Feedback Preface
What this book covers What you need for this book Who this book is for Conventions Reader feedback Customer support
Downloading the example code Downloading the color images of this book Errata Piracy Questions
Different Problems Require Different Solutions
A brief history of, and solutions to game AI Enemy AI in video games From simple to smart and human-like AI Visual and audio awareness Summary
Possibility and Probability Maps
Game states Possibility maps
How to use possibility maps Preparing a possibility map (FPS) Creating a possibility map (FPS)
Defining the states
DEFENSIVE state AGGRESSIVE state Possibility map conclusion
Probability maps
How to use probability maps Where to go from here
Summary
Production System
Automated finite-state machines (AFSMs)
Calculating chances
Utility-based functions Dynamic game AI balancing Summary
Environment and AI
Visual interactions Basic environment interactions
Moving environment objects Obstructive environment objects Breaking down the environment by area
Advanced environment interactions
Adapting to unstable terrain Using raycast to evaluate decisions
Summary
Animation Behaviors
2D animation versus 3D animation
2D animation - sprites 3D animation - bone structure
The main differences
Animation state machines Smooth transitions Summary
Navigation Behavior and Pathfinding
Navigation behavior
Choosing a new direction
Avoid walking against walls
Choosing an alternative path
Point to point movement
Tower defense genre
Racing genre MOBA genre Point to point movement and avoiding dynamic objects
Summary
Advanced Pathfinding
Simple versus advanced pathfinding A* search algorithm
How it works
Disadvantages of using A* Going directly from A to B From point A to B with obstacles in the way Generating grid nodes Pathfinding implementation
Summary
Crowd Interactions
What is crowd interaction Video games and crowd interactions
Assassin's Creed Grand Theft Auto (GTA) The Sims FIFA/Pro evolution soccer
Planning crowd interactions
Group fight Communication (attention zones) Communication (talking to other AI characters) Team sports
Crowd collision avoidance Summary
AI Planning and Collision Avoidance
Search
Offensive search
Predicting opponent actions Collision avoidance
Summary
Awareness
Stealth sub-genre About tactics About awareness Implementing vision awareness
Basic vision detection
Advanced vision detection Realistic field of view effect
Summary
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