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
About the Author
About the Reviewer
Customer Feedback
Navigation Behavior and Pathfinding
AI Planning and Collision Avoidance

Chapter 4. Environment and AI

When creating AI for video games, one of the most important aspects is its placement. As we discovered previously, the position of the AI character can completely change his behavior and future decisions. In this chapter, we'll be exploring how the environment of the game can influence our AI and how he should be using it properly, in-depth. This will cover a wide range of game genres with different map structures such as open world, arcade, and racing.

As a player, we like to have a vivid world to explore, with many things to do, and interact with. As a game developer or game designer, that generally means a lot of work because everything that the player is able to interact with has to be carefully planned and executed the right way, to avoid bugs or any other unfortunate distractions from the gameplay. The same goes for the AI characters that we are creating. If we allow the character to interact with the environment, that requires a lot of work, thought, planning...