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


We will start by talking about searching in video games. Search can be the first decision that our characters make because in most of the times, we want the characters to search for something, either searching for the player or for something else that will lead the character to their victory.

Having our characters be able to successfully find something is very useful and can be highly important as well. This is a feature that can be found in a large number of video games, and for that reason, it is likely that we will need to use it as well.

As we saw in previous examples, most of the times we have a player who walks around the map and when they come across an enemy, that enemy changes from an idle to offensive position. Now, we want the enemy to be proactive and constantly searching for the player instead of waiting for him. In our heads, we can start thinking about the process that is required for the enemy to start searching for the player. That process that we have in our heads...