AI for Game Developers by David M. Bourg

By David M. Bourg

Advances in 3D visualization and physics-based simulation know-how be sure that video game builders to create compelling, visually immersive gaming environments that have been basically dreamed of years in the past. yet contemporary online game avid gamers have grown in sophistication besides the video games they play. it really is not adequate to wow your avid gamers with superb photographs; your next step in developing much more immersive video games is better synthetic intelligence, or AI.

Fortunately, complex AI video game suggestions are in the clutch of each video game developer--not simply those that devote their careers to AI. in case you are new to online game programming or if you are an skilled online game programmer who must wake up to velocity speedy on AI recommendations, you can find AI for online game builders to be the suitable start line for knowing and utilizing AI concepts on your video games.

Written for the amateur AI programmer, AI for online game builders introduces you to suggestions similar to finite country machines, fuzzy good judgment, neural networks, and so on, in uncomplicated, easy-to-understand language, supported with code samples during the complete ebook (written in C/C++). From simple strategies comparable to chasing and evading, development stream, and flocking to genetic algorithms, the ebook offers a mixture of deterministic (traditional) and non-deterministic (newer) AI concepts aimed squarely at newbies AI builders. different themes lined within the ebook comprise: strength functionality established hobbies: a strategy that handles chasing, evading swarming, and collision avoidance at the same time easy pathfinding and waypoints, together with a complete bankruptcy dedicated to the A* pathfinding set of rules AI scripting Rule-based AI: know about variations except fuzzy good judgment and finite nation machines easy chance Bayesian thoughts not like different books at the topic, AI for online game builders does not try and disguise each element of online game AI, yet to give you usable, complex recommendations you could practice in your video games without delay. If you will have desired to use AI to expand the play-life of your video games, lead them to extra not easy, and most significantly, cause them to extra enjoyable, then this ebook is for you.

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Sample text

Pattern movement is a simple way to give the illusion of intelligent behavior. Basically, the computer-controlled characters move according to some predefined pattern that makes it appear as though they are performing complex, thought-out maneuvers. If you're old enough to remember the classic arcade game Galaga, you'll immediately know what pattern movement is all about. Recall the alien ships swooping down from the top and in from the sides of the screen, performing loops and turns, all the while shooting at your ship.

Figure 3-1 shows the desired pattern. Figure 3-1. jpg As you can see in Figure 3-1, we highlighted the vertex coordinates of the rectangular pattern, along with the desired direction of movement. Using this information, we can establish the troll's pattern using the BuildPathSegment function from Example 3-5. Example 3-6 shows how the rectangular pattern is initialized. Example 3-6. patternColOffset = 2; As you can see in Example 3-6, you first initialize the path arrays by calling the function InitializePathArrays.

All you need to do is simply traverse the arrays and check for the first occurrence of the value -1. This is where the new line segment begins. Using the function in Example 3-6, we're now ready to calculate the first pattern. Here, we're going to use a simple rectangular patrolling pattern. Figure 3-1 shows the desired pattern. Figure 3-1. jpg As you can see in Figure 3-1, we highlighted the vertex coordinates of the rectangular pattern, along with the desired direction of movement. Using this information, we can establish the troll's pattern using the BuildPathSegment function from Example 3-5.

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