Programming Game AI by Example

Author: Mat Buckland

Publisher: Jones & Bartlett Learning

ISBN: 9781556220784

Category: Computers

Page: 495

View: 3629

Provides an introduction to AI game techniques used in game programming.
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Artificial Intelligence for Games

Author: Ian Millington,John Funge

Publisher: CRC Press

ISBN: 1498785816

Category: Computers

Page: 872

View: 3876

Creating robust artificial intelligence is one of the greatest challenges for game developers, yet the commercial success of a game is often dependent upon the quality of the AI. In this book, Ian Millington brings extensive professional experience to the problem of improving the quality of AI in games. He describes numerous examples from real games and explores the underlying ideas through detailed case studies. He goes further to introduce many techniques little used by developers today. The book's associated web site contains a library of C++ source code and demonstration programs, and a complete commercial source code library of AI algorithms and techniques. "Artificial Intelligence for Games - 2nd edition" will be highly useful to academics teaching courses on game AI, in that it includes exercises with each chapter. It will also include new and expanded coverage of the following: AI-oriented gameplay; Behavior driven AI; Casual games (puzzle games).
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Behavioral Mathematics for Game AI

Author: Michael L. McShaffry

Publisher: Cengage Learning

ISBN: 1584506938

Category: Computers

Page: 480

View: 2453

Human behavior is never an exact science, making the design and programming of artificial intelligence that seeks to replicate human behavior difficult. Usually, the answers cannot be found in sterile algorithms that are often the focus of artificial inte
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AI Game Development

Synthetic Creatures with Learning and Reactive Behaviors

Author: Alex J. Champandard

Publisher: New Riders

ISBN: 9781592730049

Category: Computers

Page: 721

View: 4675

A definitive overview of a variety of popular AI techniques for game development takes experienced programmers through the entire design process, explaining how to create autonomous synthetic creatures and their unique abilities and skills and covering such topics as fuzzy logic, genetic algorithms, weapon selection, adaptive strategies, and more. Original. (Advanced)
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Game AI Pro 3

Collected Wisdom of Game AI Professionals

Author: Steve Rabin

Publisher: CRC Press

ISBN: 1351647741

Category: Computers

Page: 540

View: 9079

Game AI Pro3: Collected Wisdom of Game AI Professionals presents state-of-the-art tips, tricks, and techniques drawn from developers of shipped commercial games as well as some of the best-known academics in the field. This book acts as a toolbox of proven techniques coupled with the newest advances in game AI. These techniques can be applied to almost any game and include topics such as behavior trees, utility theory, path planning, character behavior, and tactical reasoning.
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AI for Game Developers

Author: David M Bourg,Glenn Seemann

Publisher: "O'Reilly Media, Inc."

ISBN: 1449333109

Category: Computers

Page: 392

View: 9505

Written for the novice AI programmer, this text introduces the reader to techniques such as finite state machines, fuzzy logic, neural networks and many others in an easy-to-understand language, supported with code samples throughout the text.
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Practical Game AI Programming

Author: Micael DaGraca

Publisher: Packt Publishing Ltd

ISBN: 1787129462

Category: Computers

Page: 348

View: 6876

Jump into the world of Game AI development About This Book Move beyond using libraries to create smart game AI, and create your own AI projects from scratch Implement the latest algorithms for AI development and in-game interaction Customize your existing game AI and make it better and more efficient to improve your overall game performance Who This Book Is For This book is for game developers with a basic knowledge of game development techniques and some basic programming techniques in C# or C++. What You Will Learn Get to know the basics of how to create different AI for different type of games Know what to do when something interferes with the AI choices and how the AI should behave if that happens Plan the interaction between the AI character and the environment using Smart Zones or Triggering Events Use animations correctly, blending one animation into another and rather than stopping one animation and starting another Calculate the best options for the AI to move using Pruning Strategies, Wall Distances, Map Preprocess Implementation, and Forced Neighbours Create Theta algorithms to the AI to find short and realistic looking paths Add many characters into the same scene and make them behave like a realistic crowd In Detail The book starts with the basics examples of AI for different game genres and directly jumps into defining the probabilities and possibilities of the AI character to determine character movement. Next, you'll learn how AI characters should behave within the environment created. Moving on, you'll explore how to work with animations. You'll also plan and create pruning strategies, and create Theta algorithms to find short and realistic looking game paths. Next, you'll learn how the AI should behave when there is a lot of characters in the same scene. You'll explore which methods and algorithms, such as possibility maps, Forward Chaining Plan, Rete Algorithm, Pruning Strategies, Wall Distances, and Map Preprocess Implementation should be used on different occasions. You'll discover how to overcome some limitations, and how to deliver a better experience to the player. By the end of the book, you think differently about AI. Style and approach The book has a step-by-step tutorial style approach. The algorithms are explained by implementing them in #.
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Introduction to Computer Game Programming with DirectX 8.0

Author: Ian Parberry

Publisher: Wordware

ISBN: N.A

Category: Computers

Page: 285

View: 6317

This book provides would-be computer game programmers with the foundations of game programming using Microsoft Direct X 8.0 software, the leading development environment of computer games.
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Essential Mathematics for Games and Interactive Applications, Third Edition

Author: James M. Van Verth,Lars M. Bishop

Publisher: CRC Press

ISBN: 1482250950

Category: Computers

Page: 592

View: 9365

Expert Guidance on the Math Needed for 3D Game Programming Developed from the authors’ popular Game Developers Conference (GDC) tutorial, Essential Mathematics for Games and Interactive Applications, Third Edition illustrates the importance of mathematics in 3D programming. It shows you how to properly animate, simulate, and render scenes and discusses the mathematics behind the processes. New to the Third Edition Completely revised to fix errors and make the content flow better, this third edition reflects the increased use of shader graphics pipelines, such as in DirectX 11, OpenGL ES (GLES), and the OpenGL Core Profile. It also updates the material on real-time graphics with coverage of more realistic materials and lighting. The Foundation for Successful 3D Programming The book covers the low-level mathematical and geometric representations and algorithms that are the core of any game engine. It also explores all the stages of the rendering pipeline. The authors explain how to represent, transform, view, and animate geometry. They then focus on visual matters, specifically the representation, computation, and use of color. They also address randomness, intersecting geometric entities, and physical simulation. An Introduction to Creating Real and Active Virtual Worlds This updated book provides you with a conceptual understanding of the mathematics needed to create 3D games as well as a practical understanding of how these mathematical bases actually apply to games and graphics. It not only includes the theoretical mathematical background but also incorporates many examples of how the concepts are used to affect how a game looks and plays. Web Resource A supplementary website contains a collection of source code, supporting libraries, and interactive demonstrations that illustrate the concepts and enable you to experiment with animation and simulation applications. The site also includes slides and notes from the authors’ GDC tutorials.
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3D Math Primer for Graphics and Game Development, 2nd Edition

Author: Fletcher Dunn,Ian Parberry

Publisher: CRC Press

ISBN: 1498759890

Category: Computers

Page: 846

View: 2026

This engaging book presents the essential mathematics needed to describe, simulate, and render a 3D world. Reflecting both academic and in-the-trenches practical experience, the authors teach you how to describe objects and their positions, orientations, and trajectories in 3D using mathematics. The text provides an introduction to mathematics for game designers, including the fundamentals of coordinate spaces, vectors, and matrices. It also covers orientation in three dimensions, calculus and dynamics, graphics, and parametric curves.
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Physics for Game Programmers

Author: Grant Palmer

Publisher: Apress

ISBN: 1430200219

Category: Computers

Page: 472

View: 975

*Shows how to create realistic action games without assuming college-level Physics (which the majority of gamers won't have); includes necessary physics and mathematics *Ideal for all budding games programmers, with example code in Java, C#, and C *Complements Apress's platform-specific gaming books, like Advanced Java Games Programming and Beginning .NET Games Programming with C#, and the forthcoming Beginning .NET Games Programming in VB.NET *Palmer has strong contacts in the Microsoft Games Division and Electronic Arts, a major gaming producer.
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Advanced 3D Game Programming with DirectX 9.0

Author: Peter Walsh

Publisher: Wordware

ISBN: 9781556229688

Category: Computers

Page: 525

View: 7183

This title targets experienced game programmers as well as those interested in computer game development. It focuses on Direct 3D with material on DirectInput and DirectSound.
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Physics for Game Developers

Author: David M. Bourg

Publisher: "O'Reilly Media, Inc."

ISBN: 9780596000066

Category: Games

Page: 326

View: 7624

Offers advice for using physics concepts to increase the realism of computer games, covering mechanics, real-world situations, and real-time simulations.
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AI Game Programming Wisdom 2

Author: Steve Rabin

Publisher: N.A

ISBN: 9781584502890

Category: Computers

Page: 732

View: 1146

Presents articles by artificial intelligence programmers that discuss techniques, concepts, architectures, and philosophies of AI game programming.
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Game Engine Architecture, Third Edition

Author: Jason Gregory

Publisher: CRC Press

ISBN: 1351974270

Category: Computers

Page: 1240

View: 4245

In this new and improved third edition of the highly popular Game Engine Architecture, Jason Gregory draws on his nearly two decades of experience at Midway, Electronic Arts and Naughty Dog to present both the theory and practice of game engine software development. In this book, the broad range of technologies and techniques used by AAA game studios are each explained in detail, and their roles within a real industrial-strength game engine are illustrated. New to the Third Edition This third edition offers the same comprehensive coverage of game engine architecture provided by previous editions, along with updated coverage of: computer and CPU hardware and memory caches, compiler optimizations, C++ language standardization, the IEEE-754 floating-point representation, 2D user interfaces, plus an entirely new chapter on hardware parallelism and concurrent programming. This book is intended to serve as an introductory text, but it also offers the experienced game programmer a useful perspective on aspects of game development technology with which they may not have deep experience. As always, copious references and citations are provided in this edition, making it an excellent jumping off point for those who wish to dig deeper into any particular aspect of the game development process.
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Game Design Foundations

Author: Roger E. Pedersen

Publisher: Wordware Publishing, Inc.

ISBN: 1556229739

Category: Computers

Page: 378

View: 4728

Targeted for beginner to intermediate game designers, this handbook has step-by-step, easy-to-follow instructions on how to express concepts into a real game.
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Unity AI Programming Essentials

Author: Curtis Bennett,Dan Violet Sagmiller

Publisher: Packt Publishing Ltd

ISBN: 1783553561

Category: Computers

Page: 162

View: 3568

This book is aimed at developers who know the basics of game development with Unity and want to learn how to add AI to their games. You do not need any previous AI knowledge; this book will explain all the essential AI concepts and show you how to add and use them in your games.
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Programming Game AI by Example

Author: Mat Buckland

Publisher: Jones & Bartlett Learning

ISBN: 9781556220784

Category: Computers

Page: 495

View: 3711

Provides an introduction to AI game techniques used in game programming.
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Unity 5.x Game AI Programming Cookbook

Author: Jorge Palacios

Publisher: Packt Publishing Ltd

ISBN: 1783553588

Category: Computers

Page: 278

View: 4168

Build and customize a wide range of powerful Unity AI systems with over 70 hands-on recipes and techniques About This Book Empower your agent with decision making capabilities using advanced minimaxing and Negamaxing techniques Discover how AI can be applied to a wide range of games to make them more interactive. Instigate vision and hearing abilities in your agent through collider based and graph based systems Who This Book Is For This book is intended for those who already have a basic knowledge of Unity and are eager to get more tools under their belt to solve AI and gameplay-related problems. What You Will Learn Use techniques such as A*and A*mbush to empower your agents with path finding capabilities. Create a representation of the world and make agents navigate it Construct decision-making systems to make the agents take different actions Make different agents coordinate actions and create the illusion of technical behavior Simulate senses and apply them in an awareness system Design and implement AI in board games such as Tic-Tac-Toe and Checkers Implement efficient prediction mechanism in your agents with algorithms such as N-Gram predictor and naive Bayes classifier Understand and analyze how the influence maps work. In Detail Unity 5 comes fully packaged with a toolbox of powerful features to help game and app developers create and implement powerful game AI. Leveraging these tools via Unity's API or built-in features allows limitless possibilities when it comes to creating your game's worlds and characters. This practical Cookbook covers both essential and niche techniques to help you be able to do that and more. This Cookbook is engineered as your one-stop reference to take your game AI programming to the next level. Get to grips with the essential building blocks of working with an agent, programming movement and navigation in a game environment, and improving your agent's decision making and coordination mechanisms - all through hands-on examples using easily customizable techniques. Discover how to emulate vision and hearing capabilities for your agent, for natural and humanlike AI behaviour, and improve them with the help of graphs. Empower your AI with decision-making functions through programming simple board games such as Tic-Tac-Toe and Checkers, and orchestrate agent coordination to get your AIs working together as one. Style and approach This recipe-based guide will take you through implementing various AI algorithms. Each topic is explained and placed among other related techniques, sometimes building on the knowledge from previous chapters. There are also references to more technical books and papers, so you can dig deeper if you want to.
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Advanced 3D Game Programming with DirectX 10.0

Author: Peter Walsh

Publisher: Jones & Bartlett Publishers

ISBN: 1449633595

Category: Computers

Page: 530

View: 5744

Advanced 3D Game Programming with DirectX 10.0 provides a guide to developing cutting-edge games using DirectX 10.0. Beginning with the foundations of 3D math and the components of DirectX, programmers new to graphics and game programming will learn how to implement networking, collision detection, and multithreading. Full source code is provided for the examples and for the client/server networked 3D first-person game that brings together many of the techniques discussed in the book. Learn how to acquire input from the user through the keyboard and mouse; simulate intelligence using steering algorithms and motivation engines; render using HLSL shaders; use advanced 3D techniques such as forward and inverse kinematics, subdivision surfaces, and radiosity lighting; manage scenes via portal rendering.
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