AI Game Engine Programming by Brian Schwab

By Brian Schwab

A completely revised replace to the 1st version, "AI online game Engine Programming, moment Edition" offers video game builders with the instruments and knowledge they should create sleek video game AI engines. masking the 4 precept parts of online game synthetic intelligence, the booklet takes you from conception to real video game improvement, going past in simple terms discussing how a method may be used. starting with a transparent definition of online game AI, you'll study universal terminology, the underlying innovations of AI, and you'll discover the several elements of the sport AI engine. You'll then have a look at AI layout concerns, suggestions, or even universal pitfalls genre-by-genre, overlaying the vast majority of smooth online game genres and analyzing concrete examples of AI utilized in genuine advertisement video games. ultimately, you'll examine genuine code implementations for every AI approach awarded, either in skeletal shape and as a part of a real-world instance, to profit the way it works in an exact video game engine and the way it may be optimized sooner or later. Written for knowledgeable video game builders with a operating wisdom of C++, information buildings, and item orientated programming, "AI video game Engine Programming, moment Edition" will extend your AI wisdom and abilities from begin to end.

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Perceptions are polled, and an intelligent contextual decision is made. But this kind of low-level decision making is much more short range than the kind of intelligence we are talking about. People that think of animation selection as AI tend to be working on games with very simple AI requirements, games that don’t require heavily strategic solutions. Even the algorithms that govern movement and collision can sometimes fall under this label (if the game uses animation-driven movement, rather than physics-based methods).

W HAT G AM E AI I S N OT The term game AI can be used as quite the broad label, often loosely used when referring to all sorts of areas within a game: the collision avoidance (or pathfinding) system, the player controls, the user interface, and sometimes the entire animation system. To some extent, these elements do have something to add to the AI world and are elements that, if done poorly, will make the game seem “stupider,” but they are not the primary AI system in a game. An exception to this might be a game in which the gameplay is simple enough that the entire smarts of the enemies are in moving around or choosing the right animations to play.

The book emphasizes primary decision-making paradigms, and as such does not delve into the important areas of pathfinding (at least, not directly; many of the techniques presented could be used to run a pathfinder) or perception, although they are discussed. This book assumes a working knowledge of C++, the classical data structures, and a basic knowledge of object-oriented programming. The demonstration programs are written in Microsoft Visual C++® under the Windows® platform, but only the rendering is platform specific, and the rendering API used is the GLUT extension to OpenGL, so that you could easily port to another system if necessary.

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