By Ian Millington, John Funge
The majority of software program improvement books, no matter if or not it's for line-of-business app dev or online game improvement, appear to have little to no info that may be came across through an off-the-cuff web search.
This publication is among the few exceptions. there's a clean breadth and intensity of video game AI wisdom during this booklet that has been of large support. in contrast to the typical "Gems" sequence of books, this ebook includes sufficient info on approximately each subject for the reader to construct a 'ground up' implementation in their own.
My in basic terms court cases are that the pseudocode appears overly simplified and never as simply switched over to a concrete implementation as i would like, and that even for a publication on game-specific AI implementations, the authors appear to take pleasure in a piece extra of an academic/idealized method of the layout. that would be much less bothersome to a pro video game developer, yet i am on the hobbyist/indie point, and occasionally desire a quick-and-dirty implementation prior to I start to fairly comprehend what is going on.
Having acknowledged that, i used to be capable of use the ebook to profit approximately and enforce goal-oriented motion making plans, speedy and versatile A* direction discovering (with additional information on changed funnel set of rules online), and a number of other serious parts.
I may completely suggest this e-book.
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Additional resources for Artificial Intelligence for Games, Second Edition
Our aim in this book is always that a competent developer can take the source code and use it in a real game development situation, using their knowledge of standard optimization and proﬁling techniques to make changes where needed. A less hard-core developer can use the source code with minor modiﬁcations. In very many cases the code is sufﬁciently efﬁcient to be used as is, without further work. Rendering and Maths We’ve also included a simple rendering and mathematics framework for the executable programs on the website.
A change in behavior almost always occurs when the player is nearby or has been spotted. This is the same in platform games as it is in real-time strategy. A good solution is to keep only two behaviors for incidental characters—a normal action and a player-spotted action. 2 The Kind of AI in Games Games have always come under criticism for being poorly programmed (in a software engineering sense): they use tricks, arcane optimizations, and unproven technologies to get extra speed or neat effects.
In the context of this book, strategy refers to an overall approach used by a group of characters. In this category are AI algorithms that don’t control just one character, but inﬂuence the behavior of a whole set of characters. Each character in the group may (and usually will) have their own decision making and movement algorithms, but overall their decision making will be inﬂuenced by a group strategy. In the original Half-Life [Valve, 1998], enemies worked as a team to surround and eliminate the player.
Artificial Intelligence for Games, Second Edition by Ian Millington, John Funge