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Preface | |
Acknowledgments | |
About the Cover Images Author Bios | |
General Wisdom | |
The Evolution of Game AI | |
The Illusion of Intelligence | |
Solving the Right Problem | |
12 Tips from the Trenches | |
Useful Techniques and Specialized Systems | |
Building an AI Diagnostic Toolset | |
A General-Purpose Trigger System | |
A Data-Driven Architecture for Animation Selection | |
Realistic Character Behavior with Prioritized, Categorized Animation | |
Designing a GUI Tool to Aid in the Development of Finite-State Machines | |
The Beauty of Response Curves | |
Simple and Efficient Line-of-Sight for 3D Landscapes | |
An Open-Source Fuzzy Logic Library | |
Pathfinding with A | |
Basic A* Pathfinding Made Simple | |
Generic A* Pathfinding | |
Pathfinding Design Architecture | |
How to Achieve Lightning-Fast A | |
Practical Optimizations for A* Path Generation | |
Pathfinding and Movement | |
Simple, Cheap Pathfinding | |
Preprocessed Solution for Open Terrain Navigation | |
Building a Near-Optimal Navigation Mesh | |
Realistic Turning between Waypoints | |
Navigating Doors, Elevators, Ledges, and Other Obstacles | |
Simple Swarms as an Alternative to Flocking | |
Tactical Issues and Intelligent Group Movement | |
Strategic and Tactical Reasoning with Waypoints | |
Recognizing Strategic Dispositions: Engaging the Enemy | |
Squad Tactics: Team AI and Emergent Maneuvers | |
Squad Tactics: Planned Maneuvers | |
Tactical Team AI Using a Command Hierarchy | |
Formations | |
General Purpose Architectures | |
Architecting a Game AI | |
An Efficient AI Architecture Using Prioritized Task Categories | |
An Architecture Based on Load Balancing | |
A Simple Inference Engine for a Rule-Based Architecture | |
Implementing a State Machine Language | |
Enhancing a State Machine Language through Messaging | |
Decision-Making Architectures | |
Blackboard Architectures | |
Introduction to Bayesian Networks and Reasoning Under Uncertainty | |
A Rule-Based Architecture Using the Dempster-Shafer Theory | |
An Optimized Fuzzy Logic Architecture for Decision-Making | |
A Flexible Goal-Based Planning Architecture | |
FPS, RTS, and RPG AI | |
First-Person Shooter Al Architecture | |
Architecting an RTS AI | |
An Economic Approach to Goal-Directed Reasoning in an RTS | |
The Basics of Ranged Weapon Combat | |
Level-Of-Detail AI for a Large Role-Playing Game | |
A Dynamic Reputation System Based on Event Knowledge | |
Racing and Sports AI | |
Representing a Racetrack for the AI | |
Racing AI Logic | |
Training an AI to Race | |
Competitive AI Racing under Open Street Conditions | |
Camera AI for Replays | |
Simulating Real Animal Behavior | |
Agent Cooperation in FSMs for Baseball | |
Intercepting a Ball | |
Scripting | |
Scripting: Overview and Code Generation | |
Scripting: The Interpreter Engine | |
Scripting: System Integration | |
Creating Scripting Languages for Nonprogrammers | |
Scripting for Undefined Circumstances | |
The Perils of Al Scripting | |
How Not to Implement a Basic Scripting Language | |
Learning | |
Learning and Adaptation | |
Varieties of Learning | |
GoCap: Game Observation Capture | |
Pattern Recognition with Sequential Prediction | |
Using N-Gram Statistical Models to Predict Player Behavior | |
Practical Natural Language Learning | |
Testing Undefined Behavior as a Result of Learning | |
Imitating Random Variations in Behavior Using a Neural Network | |
Genetic Algorithms: Evolving the Perfect Troll | |
The Dark Art of Neural Networks | |
About the CD-ROM | |
Index | |
Table of Contents provided by Publisher. All Rights Reserved. |
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