Artificial Intelligence for Games

Author: Ian Millington

Publisher: Elsevier

ISBN: 0124977820

Category: Art

Page: 856

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Creating robust artificial intelligence is one of the greatest challenges for game developers. AI is increasingly important to games, and a game's commercial success is often dependent on the quality of the AI. However, AI is still not well understood by many developers, and it is often tacked on late in the development process. There remains tremendous room to improve the quality of AI in games. In his new book, Ian Millington brings extensive professional experience to this problem. A game developer since 1987, he was founder of Mindlathe Ltd., at the time the largest specialist AI company in gaming. Ian shows how to think about AI concepts from the start as an integral part of the game play, describes numerous examples from real games, and explores these ideas in-depth through detailed case studies. Plentiful C++ source code examples are included on the CD-ROM to illustrate implementation. He goes further to introduce many techniques currently unknown to developers, and discusses types of AI specific to different genres of games, such as driving or sports games. * A comprehensive, professional tutorial and reference to implement true AI in games written by an engineer with extensive industrial experience. * Walks through the entire development process from beginning to end. * Includes examples from over 100 real games, 10 in-depth case studies, and CD-ROM with sample code.
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Artificial Intelligence for Games

Author: Ian Millington,John Funge

Publisher: CRC Press

ISBN: 1315360578

Category: Computers

Page: 872

View: 5925

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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). Key Features * The first comprehensive, professional tutorial and reference to implement true AI in games written by an engineer with extensive industry experience. * Walks through the entire development process from beginning to end. * Includes examples from over 100 real games, 10 in-depth case studies, and web site with sample code.
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AI for Game Developers

Author: David M. Bourg,Glenn Seemann

Publisher: "O'Reilly Media, Inc."

ISBN: 9780596005559

Category: COMPUTERS

Page: 371

View: 8511

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Provides information on applying AI techniques to game programming.
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AI for Games, Third Edition

Author: Ian Millington

Publisher: CRC Press

ISBN: 1351053280

Category: Art

Page: 1010

View: 5638

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AI is an integral part of every video game. This book helps propfessionals keep up with the constantly evolving technological advances in the fast growing game industry and equips students with up-to-date infortmation they need to jumpstart their careers. This revised and updated Third Edition includes new techniques, algorithms, data structures and representations needed to create powerful AI in games. The companion website includes downloadable and executable source code that will be regularly updated by the author. Key Features A comprehensive professional tutorial and reference to implement ture AI in games Includes new exercises so readers can test their comprhension and understanding of the concepts and preactices presented Revised and updated to cover new techniques and advances in AI Walks the reader throuigh the entire game AI development process New and improved companion website with easily downloaded and executable source code
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Game Development Essentials

Game Artificial Intelligence

Author: John B. Ahlquist,Jeannie Novak

Publisher: Delmar Pub

ISBN: N.A

Category: Computers

Page: 297

View: 8185

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Written by experts with years of gaming industry experience developing today's most popular games, Game Development Essentials: Game Artificial Intelligence provides an engaging introduction to "real world" game artificial intelligence techniques. With a clear, step-by-step approach, the book begins by covering artificial intelligence techniques that are relevant to the work of today's developers. This technical detail is then expanded through descriptions of how these techniques are actually used in games, as well as the specific issues that arise when using them. With a straightforward writing style, this book offers a guide to game artificial intelligence that is clear, relevant, and updated to reflect the most current technology and trends in the industry. Benefits: * Illustrations, screenshots, and diagrams provide visual descriptions of the algorithms, data structures, and games * Sidebars, Case Studies, and Profiles engage readers and provide a context for the information covered * Supplementary student CD includes a variety of working programs that readers can run to see various techniques in action, as well as full source code for the programs
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Artificial Intelligence for Computer Games

Author: Pedro Antonio González-Calero,Marco Antonio Gómez-Martín

Publisher: Springer Science & Business Media

ISBN: 9781441981882

Category: Computers

Page: 200

View: 8258

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The book presents some of the most relevant results from academia in the area of Artificial Intelligence for games. It emphasizes well theoretically supported work supported by developed prototypes, which should lead into integration of academic AI techniques into current electronic entertainment games. The book elaborates on the main results produced in Academia within the last 10 years regarding all aspects of Artificial Intelligence for games, including pathfinding, decision making, and learning. A general theme of the book is the coverage of techniques for facilitating the construction of flexible not prescripted AI for agents in games. Regarding pathfinding, the book includes new techniques for implementing real-time search methods that improve the results obtained through AI, as well as techniques for learning pathfinding behavior by observing actual players. Regarding decision making, the book describes new techniques for authoring tools that facilitate the construction by game designers (typically nonprogrammers) of behavior controlling software, by reusing patterns or actual cases of past behavior. Additionally, the book will cover a number of approaches proposed for extending the essentially pre-scripted nature of current commercial videogames AI into a more interactive form of narrative, where the story emerges from the interaction with the player. Some of those approaches rely on a layered architecture for the character AI, including beliefs, intentions and emotions, taking ideas from research on agent systems. The book also includes chapters on techniques for automatically or semiautomatically learning complex behavior from recorded traces of human or automatic players using different combinations of reinforcement learning, case-based reasoning, neural networks and genetic algorithms.
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Biologically Inspired Artificial Intelligence for Computer Games

Author: Charles, Darryl

Publisher: IGI Global

ISBN: 9781591406488

Category: Computers

Page: 278

View: 4071

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"This book examines modern artificial intelligence to display how it may be applied to computer games. It spans the divide that exists between the academic research community working with advanced artificial intelligence and the games programming community which must create and release new and interesting games, creating an invaluable collection supporting both technological research and the gaming industry"--Provided by publisher.
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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: 514

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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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Behavioral Mathematics for Game AI

Author: Michael L. McShaffry

Publisher: Cengage Learning

ISBN: 1584506938

Category: Computers

Page: 480

View: 2176

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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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Unity Artificial Intelligence Programming

Add powerful, believable, and fun AI entities in your game with the power of Unity 2018!, 4th Edition

Author: Dr. Davide Aversa,Aung Sithu Kyaw,Clifford Peters

Publisher: Packt Publishing Ltd

ISBN: 1789531454

Category: Computers

Page: 246

View: 4241

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Learn and Implement game AI in Unity 2018 to build smart game environments and enemies with A*, Finite State Machines, Behavior Trees and NavMesh. Key Features Build richer games by learning the essential concepts in AI for games like Behavior Trees and Navigation Meshes Implement character behaviors and simulations using the Unity Machine Learning toolkit Explore the latest Unity 2018 features to make implementation of AI in your game easier Book Description Developing Artificial Intelligence (AI) for game characters in Unity 2018 has never been easier. Unity provides game and app developers with a variety of tools to implement AI, from the basic techniques to cutting-edge machine learning-powered agents. 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 fourth edition with Unity will help you break down AI into simple concepts to give you a fundamental understanding of the topic to build upon. Using a variety of examples, the book then takes those concepts and walks you through actual implementations designed to highlight key concepts and features related to game AI in Unity. Further on, you'll learn how to distinguish the state machine pattern and implement one of your own. This is followed by learning how to implement a basic sensory system for your AI agent and coupling it with a Finite State Machine (FSM). Next, you'll learn how to use Unity's built-in NavMesh feature and implement your own A* pathfinding system. You'll then learn how to implement simple flocks and crowd dynamics, which are key AI concepts in Unity. Moving on, you'll learn how to implement a behavior tree through a game-focused example. Lastly, you'll apply all the concepts in the book to build a popular game. What you will learn Create smarter game worlds and characters with C# programming Apply automated character movement using pathfinding and steering behaviors Implement non-player character decision-making algorithms using Behavior Trees and FSMs Build believable and highly efficient artificial flocks and crowds Create sensory systems for your AI with the most commonly used techniques Construct decision-making systems to make agents take different actions Explore the application of machine learning in Unity Who this book is for This book is intended for Unity developers with a basic understanding of C# and the Unity editor. Whether you're looking to build your first game or are looking to expand your knowledge as a game programmer, you will find plenty of exciting information and examples of game AI in terms of concepts and implementation.
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