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

Summary


In this chapter, we explored different ways to interact with the environment. The techniques demonstrated in this chapter can be expanded to a wide range of game genres and used to accomplish basic to advanced interactions between the AI characters and the environment. Now we understand how to create interactive and dynamic objects that can be used by the AI characters, it will make the game a new and different experience every time we play. In addition, have lightly touched on some related topics that will be covered in depth in the next chapters, such as the interaction with other AI characters of the game and decision making.

In our next chapter, we'll be talking about animation behavior. Animations make up part of the visual perception that the player has of the artificially intelligent characters that we create, and it's very important to use that to demonstrate how realistic our AI behaves. We will be discussing animation graphs, gameplay and animation, animation behaviors,...