You are previewing AI Game Programming Wisdom 4.
O'Reilly logo
AI Game Programming Wisdom 4

Book Description

AI GAME PROGRAMMING WISDOM 4 is an information-packed collection of cutting-edge techniques, algorithms, and architectures used in commercial game development. The more than 50 new articles assembled here were written by industry pros and explore every important aspect of AI programming, including scripting and dialogue, movement and pathfinding, architecture, tactics and planning, learning and adaptation, new advances in learning algorithms and player modeling, multiprocessor architectures, Bayesian networks, and much more. Organized into 7 sections, this comprehensive volume will help you develop and expand your own personal AI toolbox. With ready-to-use ideas, algorithms, and code in all key AI areas, AI GAME PROGRAMMING WISDOM 4 is the go-to guide for all things new in AI game programming

Table of Contents

  1. Title Page
  2. Copyright Page
  3. Contents
  4. Preface
  5. About the Cover Images
  6. Acknowledgments
  7. About the Contributors
  8. SECTION 1 GENERAL WISDOM
    1. 1.1 Situationist Game AI
    2. 1.2 Artificial Personality: A Personal Approach to AI
    3. 1.3 Creating Designer Tunable AI
    4. 1.4 AI as a Gameplay Analysis Tool
    5. 1.5 Ecological Balance in AI Design
  9. SECTION 2 MOVEMENT AND PATHFINDING
    1. 2.1 Company of Heroes Squad Formations Explained
    2. 2.2 Turning Spaces into Places
    3. 2.3 Dynamically Updating a Navigation Mesh via Efficient Polygon Subdivision
    4. 2.4 Intrinsic Detail in Navigation Mesh Generation
    5. 2.5 Navigation Mesh Generation: An Empirical Approach
    6. 2.6 Navigation Graph Generation in Highly Dynamic Worlds
    7. 2.7 Fast Pathfinding Based on Triangulation Abstractions
    8. 2.8 Automatic Path Node Generation for Arbitrary 3D Environments
    9. 2.9 Risk-Adverse Pathfinding Using Influence Maps
    10. 2.10 Practical Pathfinding in Dynamic Environments
    11. 2.11 Postprocessing for High-Quality Turns
    12. 2.12 Memory-Efficient Pathfinding Abstractions
  10. SECTION 3 ARCHITECTURE
    1. 3.1 A Flexible AI Architecture for Production and Prototyping of Games
    2. 3.2 Embracing Declarative AI with a Goal-Based Approach
    3. 3.3 The MARPO Methodology: Planning and Orders
    4. 3.4 Getting Started with Decision Making and Control Systems
    5. 3.5 Knowledge-Based Behavior System—A Decision Tree/Finite State Machine Hybrid
    6. 3.6 The Emotion Component: Giving Characters Emotions
    7. 3.7 Generic Perception System
    8. 3.8 Peer-To-Peer Distributed Agent Processing
    9. 3.9 AI Architectures for Multiprocessor Machines
    10. 3.10 Level Up for Finite State Machines: An Interpreter for Statecharts
    11. 3.11 Building a Behavior Editor for Abstract State Machines
    12. 3.12 Multi-Axial Dynamic Threshold Fuzzy Decision Algorithm
  11. SECTION 4 TACTICS AND PLANNING
    1. 4.1 RTS Terrain Analysis: An Image-Processing Approach
    2. 4.2 An Advanced Motivation-Driven Planning Architecture
    3. 4.3 Command Hierarchies Using Goal-Oriented Action Planning
    4. 4.4 Practical Logic-Based Planning
    5. 4.5 Simulation-Based Planning in RTS Games
    6. 4.6 Particle Filters and Simulacra for More Realistic Opponent Tracking
    7. 4.7 Using Bayesian Networks to Reason About Uncertainty
    8. 4.8 The Engagement Decision
  12. SECTION 5 GENRE SPECIFIC
    1. 5.1 A Goal Stack-Based Architecture for RTS AI
    2. 5.2 A Versatile Constraint-Based Camera System
    3. 5.3 Seeing in 1D: Projecting the World onto a Line
    4. 5.4 Reaction Time with Fitts’ Law
    5. 5.5 Enabling Actions of Opportunity with a LightWeight Subsumption Architecture
    6. 5.6 Toward More Humanlike NPCs for First-/Third-Person Shooter Games
    7. 5.7 Stop Getting Side-Tracked by Side-Quests
  13. SECTION 6 SCRIPTING AND DIALOGUE
    1. 6.1 Spoken Dialogue Systems
    2. 6.2 Implementing Story-Driven Games with the Aid of Dynamical Policy Models
    3. 6.3 Individualized NPC Attitudes with Social Networks
    4. 6.4 Scripting Your Way to Advanced AI
    5. 6.5 Dialogue Managers
  14. SECTION 7 LEARNING AND ADAPTATION
    1. 7.1 Learning Winning Policies in Team-Based First-Person Shooter Games
    2. 7.2 Adaptive Computer Games: Easing the Authorial Burden
    3. 7.3 Player Modeling for Interactive Storytelling: A Practical Approach
    4. 7.4 Automatically Generating Score Functions for Strategy Games
    5. 7.5 Automatic Generation of Strategies
    6. 7.6 A Practical Guide to Reinforcement Learning in First-Person Shooters
  15. About the CD-ROM
  16. INDEX