By David M. Bourg
Advances in 3D visualization and physics-based simulation expertise guarantee that online game builders to create compelling, visually immersive gaming environments that have been in simple terms dreamed of years in the past. yet modern day online game avid gamers have grown in sophistication in addition to the video games they play. it really is not adequate to wow your avid gamers with impressive images; the next move in growing much more immersive video games is stronger man made intelligence, or AI.
Fortunately, complex AI video game thoughts are in the snatch of each video game developer--not simply those that devote their careers to AI. if you are new to online game programming or if you are an skilled video game programmer who must wake up to pace speedy on AI suggestions, you will find AI for video game builders to be the correct place to begin for knowing and making use of AI options on your video games.
Written for the amateur AI programmer, AI for video game builders introduces you to innovations reminiscent of finite nation machines, fuzzy good judgment, neural networks, and so forth, in user-friendly, easy-to-understand language, supported with code samples through the complete publication (written in C/C++). From simple options reminiscent of chasing and evading, trend move, and flocking to genetic algorithms, the ebook provides a mixture of deterministic (traditional) and non-deterministic (newer) AI strategies aimed squarely at newbies AI builders. different subject matters lined within the e-book contain: power functionality dependent pursuits: a strategy that handles chasing, evading swarming, and collision avoidance at the same time uncomplicated pathfinding and waypoints, together with a complete bankruptcy dedicated to the A* pathfinding set of rules AI scripting Rule-based AI: find out about editions except fuzzy good judgment and finite kingdom machines simple chance Bayesian concepts not like different books at the topic, AI for online game builders does not try to disguise each element of video game AI, yet to give you usable, complex options you could practice in your video games right away. If you've got desired to use AI to expand the play-life of your video games, cause them to extra demanding, and most significantly, lead them to extra enjoyable, then this publication is for you.
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Additional info for AI for Game Developers
The computer-controlled vehicle uses the same mechanics as the player's vehicle does, but the computer controls the thrust and steering forces for its vehicle. We want the computer to chase the player wherever he moves. The player will be the prey while the computer will be the predator. We're assuming that the only information the predator has about the prey is the prey's current position. Knowing this, along with the predator's current position, enables us to construct a line of sight from the predator to the prey.
1 Basic Chasing and Evading As we said earlier, the simplest chase algorithm involves correcting the predator's coordinates based on the prey's coordinates so as to reduce the distance between their positions. This is a very common method for implementing basic chasing and evading. ) In code, the method looks something like that shown in Example 2-1. Example 2-1. Basic chase algorithm if (predatorX > preyX) predatorX--; else if (predatorX < preyX) predatorX++; if (predatorY > preyY) predatorY--; else if (predatorY < preyY) predatorY++; In this example, the prey is located at coordinates preyX and preyY, while the predator is located at coordinates predatorX and predatorY.
Htm (2 of 8)7/23/05 5:39:34 PM AI for Game Developers Another reason to avoid the simple chase method is that it can have undesirable side effects when a group of predators, such as a pack of angry trolls, are converging on the player. Using the simple method, they would all walk diagonally to the nearest axis of their target and then walk along that axis to the target. This could lead to them walking single file to launch their attack. A more sophisticated approach is to have them walk directly toward the target from different directions.