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

What is crowd interaction


Crowd interaction is a real-life subject that usually refers to multiple organisms sharing the same space. One big example is the human life, how humans interact with other humans and also other species. The decisions that we make most of the time involve other people, from the simple decisions to the most advanced and complicated ones. Let's assume that we want to buy a ticket for the cinema and the movie starts at 3pm. If we were the only ones interested in watching that movie, we could arrive only 2 minutes before it starts to buy a ticket and we would be on time to watch the movie. But if more than 100 people are interested in watching that same movie, we need to anticipate that and arrive much earlier at the cinema so we have time to buy the ticket. Once we arrive at the cinema, there are rules about how we should wait until it is our turn to buy the ticket. Usually we wait behind the last person that is in the line. This behavior is an example of crowd interactions...