AI Game Programming Wisdom

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Overview

Learn how AI experts create intelligent game objects and characters with this first volume in the AI Game Programming Wisdom series. This unique collection of articles gives programmers and developers access to the insights and wisdom of over thirty AI pros. Each article delves deep into key AI game programming issues and provides insightful new ideas and techniques that can be easily integrated into your own games. Everything from general AI architectures, rule based systems, level-of-detail AI, scripting language issues, to expert systems, fuzzy logic, neural networks, and genetic algorithms are thoroughly covered. If you're a game programmer (AI/logic, front-end, user interface, tools,...

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Overview

Learn how AI experts create intelligent game objects and characters with this first volume in the AI Game Programming Wisdom series. This unique collection of articles gives programmers and developers access to the insights and wisdom of over thirty AI pros. Each article delves deep into key AI game programming issues and provides insightful new ideas and techniques that can be easily integrated into your own games. Everything from general AI architectures, rule based systems, level-of-detail AI, scripting language issues, to expert systems, fuzzy logic, neural networks, and genetic algorithms are thoroughly covered. If you're a game programmer (AI/logic, front-end, user interface, tools, graphics, etc.) this comprehensive resource will help you take your skills and knowledge to the next level.

Editorial Reviews

Approximately 70 articles by Artificial Intelligence (AI) programmers discuss the skills and concepts needed to apply AI to game programming. They cover basic concepts, techniques and specialized systems, pathfinding with A*, pathfinding and movement, tactical issues and intelligent group movement, game AI architecture, decision- making architecture, FPS, RTS, RPG AI, racing and sports AI, scripting, and learning. Sample code is provided. A companion CD- ROM contains demos, source code, high-resolution color images, and links for game development sites. Annotation c. Book News, Inc., Portland, OR (booknews.com)

Product Details

  • ISBN-13: 9781584500773
  • Publisher: Cengage Learning
  • Publication date: 4/3/2002
  • Edition description: BK&CD-ROM
  • Pages: 704
  • Series: Charles River Media Game Development Series
  • Product dimensions: 7.77 (w) x 9.26 (h) x 1.52 (d)

Meet the Author

Steve Rabin is a Principal Software Engineer at Nintendo of America, where he researches new techniques for Nintendo's next generation systems, develops tools, and supports Nintendo developers. Before Nintendo, Steve worked primarily as an AI engineer at several Seattle start-ups including Gas Powered Games,WizBang Software Productions, and Surreal Software. He managed and edited the AI Game Programming Wisdom series of books, as well as the book Introduction to Game Development, and has over a dozen articles published in the Game Programming Gems series. He's spoken at the Game Developers Conference and moderates the AI roundtables. Steve teaches artificial intelligence at both the University of Washington Extension and at the DigiPen Institute of Technology. He earned a B.S. in Computer Engineering and an M.S. in Computer Science, both from the University of Washington

Table of Contents

Preface xi
Acknowledgments xv
About the Cover Images xvii
Author Bios xix
Section 1 General Wisdom 1
1.1 The Evolution of Game AI 3
1.2 The Illusion of Intelligence 16
1.3 Solving the Right Problem 21
1.4 12 Tips from the Trenches 29
Section 2 Useful Techniques and Specialized Systems 37
2.1 Building an AI Diagnostic Toolset 39
2.2 A General-Purpose Trigger System 46
2.3 A Data-Driven Architecture for Animation Selection 55
2.4 Realistic Character Behavior with Prioritized, Categorized Animation 64
2.5 Designing a GUI Tool to Aid in the Development of Finite-State Machines 71
2.6 The Beauty of Response Curves 78
2.7 Simple and Efficient Line-of-Sight for 3D Landscapes 83
2.8 An Open-Source Fuzzy Logic Library 90
Section 3 Pathfinding with A* 103
3.1 Basic A* Pathfinding Made Simple 105
3.2 Generic A* Pathfinding 114
3.3 Pathfinding Design Architecture 122
3.4 How to Achieve Lightning-Fast A* 133
3.5 Practical Optimizations for A* Path Generation 146
Section 4 Pathfinding and Movement 153
4.1 Simple, Cheap Pathfinding 155
4.2 Preprocessed Solution for Open Terrain Navigation 161
4.3 Building a Near-Optimal Navigation Mesh 171
4.4 Realistic Turning between Waypoints 186
4.5 Navigating Doors, Elevators, Ledges, and Other Obstacles 193
4.6 Simple Swarms as an Alternative to Flocking 202
Section 5 Tactical Issues and Intelligent Group Movement 209
5.1 Strategic and Tactical Reasoning with Waypoints 211
5.2 Recognizing Strategic Dispositions: Engaging the Enemy 221
5.3 Squad Tactics: Team AI and Emergent Maneuvers 233
5.4 Squad Tactics: Planned Maneuvers 247
5.5 Tactical Team AI Using a Command Hierarchy 260
5.6 Formations 272
Section 6 General Purpose Architectures 283
6.1 Architecting a Game AI 285
6.2 An Efficient AI Architecture Using Prioritized Task Categories 290
6.3 An Architecture Based on Load Balancing 298
6.4 A Simple Inference Engine for a Rule-Based Architecture 305
6.5 Implementing a State Machine Language 314
6.6 Enhancing a State Machine Language through Messaging 321
Section 7 Decision-Making Architectures 331
7.1 Blackboard Architectures 333
7.2 Introduction to Bayesian Networks and Reasoning Under Uncertainty 345
7.3 A Rule-Based Architecture Using the Dempster-Shafer Theory 358
7.4 An Optimized Fuzzy Logic Architecture for Decision-Making 367
7.5 A Flexible Goal-Based Planning Architecture 375
Section 8 FPS, RTS, and RPG AI 385
8.1 First-Person Shooter Al Architecture 387
8.2 Architecting an RTS AI 397
8.3 An Economic Approach to Goal-Directed Reasoning in an RTS 402
8.4 The Basics of Ranged Weapon Combat 411
8.5 Level-Of-Detail AI for a Large Role-Playing Game 419
8.6 A Dynamic Reputation System Based on Event Knowledge 426
Section 9 Racing and Sports AI 437
9.1 Representing a Racetrack for the AI 439
9.2 Racing AI Logic 444
9.3 Training an AI to Race 455
9.4 Competitive AI Racing under Open Street Conditions 460
9.5 Camera AI for Replays 472
9.6 Simulating Real Animal Behavior 479
9.7 Agent Cooperation in FSMs for Baseball 486
9.8 Intercepting a Ball 495
Section 10 Scripting 503
10.1 Scripting: Overview and Code Generation 505
10.2 Scripting: The Interpreter Engine 511
10.3 Scripting: System Integration 516
10.4 Creating Scripting Languages for Nonprogrammers 520
10.5 Scripting for Undefined Circumstances 530
10.6 The Perils of Al Scripting 541
10.7 How Not to Implement a Basic Scripting Language 548
Section 11 Learning 555
11.1 Learning and Adaptation 557
11.2 Varieties of Learning 567
11.3 GoCap: Game Observation Capture 579
11.4 Pattern Recognition with Sequential Prediction 586
11.5 Using N-Gram Statistical Models to Predict Player Behavior 596
11.6 Practical Natural Language Learning 602
11.7 Testing Undefined Behavior as a Result of Learning 615
11.8 Imitating Random Variations in Behavior Using a Neural Network 624
11.9 Genetic Algorithms: Evolving the Perfect Troll 629
11.10 The Dark Art of Neural Networks 640
About the CD-ROM 653
Index 655

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