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 6. Navigation Behavior and Pathfinding

In this chapter, we'll be explaining in detail how the AI character moves around and understands where he can go and where he cannot. For different types of games, there are different solutions and we'll be addressing those solutions in this chapter, exploring common methods that can be used to develop a character that can move correctly on the map. Also we want our character to calculate the best trajectory to arrive at a certain destination, avoiding obstacles and accomplishing goals while doing it. We will introduce how to create a simple navigation behavior, then we will move on to a point to point movement and finally explore in depth how to create a more complex point to point movement (RTS/RPG system).