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

Visual interactions


Visual interactions are the basic ones that don't influence the gameplay directly but help to polish our video game and characters, making them part of the environment that we are creating, contributing significantly to the immersion of the player in the game. There are many examples of this subject and we can find them in almost any type of game. This shows us the importance of the environment being part of the game and not merely existing to help fill the screen. It's getting more usual to see these types of interaction in games and players expect them. If there's an object in the game, it should do something, important or not. This makes the environment that we are creating more vibrant and alive, which is definitely a good thing.

We can find one of the first examples of environment interaction in the original Castlevania, released in 1986 for the Nintendo Entertainment System. Right from the start, the player can use the whip to destroy the candles and fire pits that...