Book Image

Practical Game AI Programming

By : Micael DaGraça
Book Image

Practical Game AI Programming

By: Micael DaGraça

Overview of this book

The book starts with the basics examples of AI for different game genres and directly jumps into defining the probabilities and possibilities of the AI character to determine character movement. Next, you’ll learn how AI characters should behave within the environment created. Moving on, you’ll explore how to work with animations. You’ll also plan and create pruning strategies, and create Theta algorithms to find short and realistic looking game paths. Next, you’ll learn how the AI should behave when there is a lot of characters in the same scene. You'll explore which methods and algorithms, such as possibility maps, Forward Chaining Plan, Rete Algorithm, Pruning Strategies, Wall Distances, and Map Preprocess Implementation should be used on different occasions. You’ll discover how to overcome some limitations, and how to deliver a better experience to the player. By the end of the book, you think differently about AI.
Table of Contents (17 chapters)
Title Page
Credits
About the Author
About the Reviewer
www.PacktPub.com
Customer Feedback
Preface
6
Navigation Behavior and Pathfinding
9
AI Planning and Collision Avoidance

Chapter 3. Production System

In this chapter, we'll be talking about different ways to perfect our AI character and how to adapt the same techniques to work on different types of game that we want to create. We'll also be discussing the following topics:

  • Automated finite-state machines (AFSMs)
  • Calculating chance
  • Utility-based functions
  • Dynamic gaming AI balance

After exploring possibility and probability maps, we need to understand how to use them in conjunction with other techniques and strategies to create a well-balanced and human-like AI character. Possibility maps or even probability maps can be used alone to create enjoyable and challenging games; in fact, many video games only relied on maps, and kept with the same approach in order to create their AI enemies, and they became very successful doing it that way. A perfect example would be a generic platform game, such as Super Mario Bros from Nintendo. They don't need to create a complex AI system in order to make enemies challenging and...