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

Crowd collision avoidance


To finalize this chapter, we'll be talking about crowd collision avoidance. The idea of having a lot of characters in the same map is becoming a standard for open world games. But this often brings a problem, collision avoidance:

We have already discovered how advanced pathfinding works, and we know that is a powerful system when developing AI movement. But if we have a lot of characters trying to reach the same position at the same time, it will cause them to collide with each other and they will probably block the path that is needed to reach that destination. As we can see in the preceding screenshot, everything is running smoothly and without any abnormal situation because the characters are following different directions and rarely do they interfere with the others.

But what happens if all the characters try to access the same position at the same time, for example trying to get inside the house. It is only possible for one character at a time to go through the...