BN.com Gift Guide

AI and Artificial Life in Video Games [NOOK Book]

Overview

Learn how to create more challenging and dynamic games with Al and Artificial Life in Video Games. Al, or artificial intelligence, builds better games by directing behaviors inside the games that make them more difficult, while artificial life, or A-Life, adds unpredictability of play and a more lifelike environment to games. This book examines easy and inexpensive methods for implementing Al and A-Life in any video game to not only model behavior in the game but also create tools, generate code, and test the ...

See more details below
AI and Artificial Life in Video Games

Available on NOOK devices and apps  
  • NOOK Devices
  • Samsung Galaxy Tab 4 NOOK 7.0
  • Samsung Galaxy Tab 4 NOOK 10.1
  • NOOK HD Tablet
  • NOOK HD+ Tablet
  • NOOK eReaders
  • NOOK Color
  • NOOK Tablet
  • Tablet/Phone
  • NOOK for Windows 8 Tablet
  • NOOK for iOS
  • NOOK for Android
  • NOOK Kids for iPad
  • PC/Mac
  • NOOK for Windows 8
  • NOOK for PC
  • NOOK for Mac
  • NOOK for Web

Want a NOOK? Explore Now

NOOK Book (eBook)
$27.99
BN.com price

Overview

Learn how to create more challenging and dynamic games with Al and Artificial Life in Video Games. Al, or artificial intelligence, builds better games by directing behaviors inside the games that make them more difficult, while artificial life, or A-Life, adds unpredictability of play and a more lifelike environment to games. This book examines easy and inexpensive methods for implementing Al and A-Life in any video game to not only model behavior in the game but also create tools, generate code, and test the game during development. After introducing the basics of Al and A-Life to use as building blocks, the book delves into more advanced methods and examines possible future uses and techniques. You'll learn how Al can be built up in a game by layering behavioral models on static data to produce behavior that is both intelligent and unpredictable. Examples of several A-Life enhancements in games are presented, and you'll investigate the potential pitfalls of using Al and how to troubleshoot, apply A-Life to your own games, test A-Life itself and test virtually using A-Life, implement Al and A-Life in a multiplayer environment, and more. Written for the current and next-generation game developer, Al and Artificial Life in Video Games is a great reference for both game programmers and game designers.

Read More Show Less

Product Details

  • ISBN-13: 9781584506164
  • Publisher: Course Technology PTR
  • Publication date: 1/5/2008
  • Sold by: CENGAGE LEARNING
  • Format: eBook
  • Sales rank: 1,083,697
  • File size: 2 MB

Meet the Author

Guy W. Lecky-Thompson is an experienced author in the field of video game design and software development, whose articles have been published in various places, including Gamasutra and the seminal Game Programming Gems. He is also the author of Infinite Game Universe: Mathematical Techniques;Infinite Game Universe, Volume 2: Level Design Terrain, and Sound; and Video Game Design Revealed.

Read More Show Less

Table of Contents

Ch. 1 Introduction 1

Defining Artificial Intelligence 2

Knowledge Management 8

AI Put Simply 13

Defining Artificial Life 14

Top-Down versus Bottom-Up Intelligence 21

Ch. 2 Using Artificial Intelligence in Video Games 25

AI in Video Games 27

Applying the Theories 38

Ch. 3 Uses for Artificial Life in Video Games 63

Modeling Natural Behavior 65

AI Techniques in A-Life 72

Using A-Life in Video Game Development 75

A-Life in the Design Phase 77

A-Life in the Development Phase 78

A-Life in Video Game Testing 85

Post-Development A-Life 89

Ch. 4 The A-Life Programming Paradigm 93

A-Life: The Game within the Game 95

Evolving Behavior 103

Planning the A-Life Implementation 111

Summary 114

Ch. 5 Building Blocks 117

AI and A-Life Building Blocks 119

Deploying the Building Blocks 139

Ground-Up Deployment 143

Summary 146

Ch. 6 The Power of Emergent Behavior 147

Defining Emergent Behavior 150

The "Sum of Parts" Emergence Design 157

The Individual Dynamic Emergence Design 164

The Group Dynamic Emergence Design 167

The Reproductive Mechanism in Emergence 170

Summary 174

References 176

Ch. 7 Testing with artificial Life 177

Testing A-Life 180

Bottom-Up Testing 187

Testing AI with A-Life 194

Testing A-Life with A-Life 200

Summary 204

References 206

Ch. 8 Several A-Life Examples 207

Movement and Interaction 210

A-Life Control Systems 227

A-Life in Puzzles, Board Games, Simulations 240

Video Game Personalities 251

Summary 260

References 261

Ch. 9 Multiplayer AI and A-Life 263

Managing Emergence 265

Enhancing the Experience 267

Implementing A-Life in Multiplayer Environments 272

Summary 279

References279

Ch. 10 The Application of A-Life Outside the Lab 281

Simple Genetic Algorithms 282

Breeding Behavioral Patterns 297

Datasets versus Functionality 307

Summary 310

References 311

Index 313

Read More Show Less

Customer Reviews

Be the first to write a review
( 0 )
Rating Distribution

5 Star

(0)

4 Star

(0)

3 Star

(0)

2 Star

(0)

1 Star

(0)

Your Rating:

Your Name: Create a Pen Name or

Barnes & Noble.com Review Rules

Our reader reviews allow you to share your comments on titles you liked, or didn't, with others. By submitting an online review, you are representing to Barnes & Noble.com that all information contained in your review is original and accurate in all respects, and that the submission of such content by you and the posting of such content by Barnes & Noble.com does not and will not violate the rights of any third party. Please follow the rules below to help ensure that your review can be posted.

Reviews by Our Customers Under the Age of 13

We highly value and respect everyone's opinion concerning the titles we offer. However, we cannot allow persons under the age of 13 to have accounts at BN.com or to post customer reviews. Please see our Terms of Use for more details.

What to exclude from your review:

Please do not write about reviews, commentary, or information posted on the product page. If you see any errors in the information on the product page, please send us an email.

Reviews should not contain any of the following:

  • - HTML tags, profanity, obscenities, vulgarities, or comments that defame anyone
  • - Time-sensitive information such as tour dates, signings, lectures, etc.
  • - Single-word reviews. Other people will read your review to discover why you liked or didn't like the title. Be descriptive.
  • - Comments focusing on the author or that may ruin the ending for others
  • - Phone numbers, addresses, URLs
  • - Pricing and availability information or alternative ordering information
  • - Advertisements or commercial solicitation

Reminder:

  • - By submitting a review, you grant to Barnes & Noble.com and its sublicensees the royalty-free, perpetual, irrevocable right and license to use the review in accordance with the Barnes & Noble.com Terms of Use.
  • - Barnes & Noble.com reserves the right not to post any review -- particularly those that do not follow the terms and conditions of these Rules. Barnes & Noble.com also reserves the right to remove any review at any time without notice.
  • - See Terms of Use for other conditions and disclaimers.
Search for Products You'd Like to Recommend

Recommend other products that relate to your review. Just search for them below and share!

Create a Pen Name

Your Pen Name is your unique identity on BN.com. It will appear on the reviews you write and other website activities. Your Pen Name cannot be edited, changed or deleted once submitted.

 
Your Pen Name can be any combination of alphanumeric characters (plus - and _), and must be at least two characters long.

Continue Anonymously

    If you find inappropriate content, please report it to Barnes & Noble
    Why is this product inappropriate?
    Comments (optional)