9781584502890

Ai Game Programming Wisdom 2

by
  • ISBN13:

    9781584502890

  • ISBN10:

    1584502894

  • Edition: 1st
  • Format: Hardcover
  • Copyright: 2003-12-09
  • Publisher: Cengage Learning
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  • The New copy of this book will include any supplemental materials advertised. Please check the title of the book to determine if it should include any access cards, study guides, lab manuals, CDs, etc.

Summary

AI Game Programming Wisdom 2, the second volume in this cutting-edge series, is packed with all new tricks, techniques, algorithms, architectures, and philosophies all written by industry experts! The wealth of knowledge and expertise in this volume is sure to surpass your expectations. As with the first volume, this book is designed to provide practical advice for building state-of-the-art game AI for commercial games; however, it also strives to help you look forward to leading-edge techniques that will be critical in future explorations. AI Game Programming Wisdom 2 provides advances, discoveries, and triumphs that will influence and drive game AI for the next decade. The breadth of experience and diverse backgrounds of the authors make this a truly global, cross-sectional resource for game AI. The book is divided into twelve comprehensive sections, including an all new speech recognition and dialogue section. There is also coverage of a wider variety of game genres and a cumulative index is included for easy cross referencing between volumes. This new volume alone is an indispensable tool, but together with volume 1, these books form a remarkable collection that no game AI programmer should be without!

Table of Contents

Preface xi
Acknowledgments xv
About the Cover Images xvii
Author Bios xix
SECTION 1 GENERAL WISDOM
1(82)
Common Game AI Techniques
3(12)
Steve Rabin
Promising Game AI Techniques
15(14)
Steve Rabin
New Paradigms in Artificial Intelligence
29(12)
Dale Thomas
Artificial Stupidity: The Art of Intentional Mistakes
41(8)
Lars Liden
Arcade AI Doesn't Have to Be Dumb!
49(10)
Steven Woodcock
The Statistics of Random Numbers
59(12)
James Freeman-Hargis
Filtered Randomness for AI Decisions and Game Logic
71(12)
Steve Rabin
SECTION 2 PATHFINDING AND MOVEMENT
83(104)
Search Space Representations
85(18)
Paul Tozour
Inexpensive Precomputed Pathfinding Using a Navigation Set Hierarchy
103(12)
Mike Dickheiser
Path Look-Up Tables---Small Is Beautiful
115(16)
William van der sterren
An Overview of Navigation Systems
131(10)
Alex J. Champandard
Jumping, Climbing, and Tactical Reasoning: How to Get More Out of a Navigation System
141(10)
Christopher Reed
Benjamin Geisler
Hunting Down the Player in a Convincing Manner
151(10)
Alex McLean
Avoiding Dynamic Obstacles and Hazards
161(10)
Geraint Johnson
Intelligent Steering Using PID Controllers
171(8)
Euan Forrester
An AI Approach to Creating an Intelligent Camera System
179(8)
Phil Carlisle
SECTION 3 GROUP MOVEMENT, TACTICS, AND PLANNING
187(60)
Constraining Autonomous Character Behavior with Human Concepts
189(10)
Jeff Orkin
Simple Techniques for Coordinated Behavior
199(8)
Jeff Orkin
Team Member AI in an FPS
207(10)
John Reynolds
Applying Goal-Oriented Action Planning to Games
217(12)
Jeff Orkin
Hierarchical Planning in Dynamic Worlds
229(8)
Neil Wallace
Goal-Directed Behavior Using Composite Tasks
237(10)
Eric Dybsand
SECTION 4 AI ANIMATION CONTROL
247(34)
Simplified Animation Selection
249(14)
Chris Hargrove
Pluggable Animations
263(6)
Chris Hargrove
Intelligent Movement Animation for NPCs
269(12)
Greg Alt
Kristin King
SECTION 5 STATE MACHINES
281(46)
The Ultimate Guide to FSMs in Games
283(20)
Dan Fu
Ryan Houlette
Stack-Based Finite-State Machines
303(4)
Paul Tozour
Implementing a Data-Driven Finite-State Machine
307(12)
Gilberto Rosado
Finite-State Machine Scripting Language for Designers
319(8)
Eric Yiskis
SECTION 6 ARCHITECTURE
327(52)
A Subsumption Architecture for Character-Based Games
329(10)
Eric Yiskis
An Architecture for A-Life
339(12)
Nick Porcino
A Flexible Tagging System for AI Resource Selection
351(10)
Paul Tozour
Motivational Graphs: A New Architecture for Complex Behavior Simulation
361(12)
Emmanuel Chiva
Julien Devade
Jean-Yves Donnart
Stephane Maruejouls
Minimizing Agent Processing in Conflict: Desert Storm
373(6)
Sebastian Grinke
SECTION 7 FPS, RTS, AND STRATEGY AI
379(88)
Using a Spatial Database for Runtime Spatial Analysis
381(10)
Paul Tozour
Performing Qualitative Terrain Analysis in Master of Orion 3
391(8)
Kevin Dill
Alex Sramek
The Unique Challenges of Turn-Based AI
399(6)
Soren Johnson
Random Map Generation for Strategy Games
405(8)
Shawn Shoemaker
Transport Unit AI for Strategy Games
413(12)
Shawn Shoemaker
Wall Building for RTS Games
425(14)
Mario Grimani
Startegic Decision-Making with Neural Networks and Influence Maps
439(8)
Penny Sweetser
Multi-Tiered AI Layers and Terrain Analysis for RTS Games
447(10)
Tom Kent
Designing a Multi-Tiered AI Framework
457(10)
Michael Ramsey
SECTION 8 RACING AND SPORTS AI
467(48)
Racing Vehicle Control Using Insect Intelligence
469(16)
Alex Darby
Fast and Efficient Approximation of Racing Lines
485(4)
John Manslow
The Art of Surviving a Simulation Title
489(10)
Dr. Brett Laming
Dead Reckoning in Sports and Strategy Games
499(6)
Francois Dominic Laramee
Building a Sports AI Architecture
505(10)
Terry Wellmann
SECTION 9 SCRIPTING
515(40)
Optimized Script Execution
517(8)
Alex Herz
Advanced Script Debugging
525(8)
Alex Herz
Adding Error Reporting to Scripting Languages
533(8)
Jeff Orkin
Empowering Designers: Defining Fuzzy Logic Behavior through Excel-Based Spreadsheets
541(8)
P.J. Snavely
A Modular Camera Architecture for Intelligent Control
549(6)
Sandeep V. Kharkar
SECTION 10 LEARNING
555(58)
Player Modeling for Adaptive Games
557(10)
Ryan Houlette
Constructing a Decision Tree Based on Past Experience
567(12)
Dan Fu
Ryan Houlette
Understanding Pattern Recognition Methods
579(12)
Timo Kaukoranta
Jouni Smed
Harri Hakonen
Using Reinforcement Learning to Solve AI Control Problems
591(12)
John Manslow
Getting Around the Limits of Machine Learning
603(10)
Neil Kirby
SECTION 11 GENETIC ALGORITHMS AND NEURAL NETWORKS
613(66)
How to Build Neural Networks for Games
615(12)
Penny Sweetser
How to Build Evolutionary Algorithms for Games
627(12)
Penny Sweetser
Adaptive AI: A Practical Example
639(10)
Soren Johnson
Building Better Genetic Algorithms
649(12)
Mat Buckland
Advanced Genetic Programming: New Lessons from Biology
661(8)
Francois Dominic Laramee
The Importance of Growth in Genetic Algorithms
669(10)
Dale Thomas
SECTION 12 SPEECH RECOGNITION AND DIALOGUE
679(28)
SAPI: An Introduction to Speech Recognition
681(10)
James Matthews
SAPI: Extending the Basics
691(10)
James Matthews
Conversational Agents: Creating Natural Dialogue between Players and Non-Player Characters
701(6)
Penny Drennan
About the CD-ROM 707(2)
Index 709

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