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

Credits

Author

Micael DaGraca

Copy Editor

Safis Editing

Reviewer

Davide Aversa

Project Coordinator

Ritika Manoj

Commissioning Editor

Amarabhab Banerjee

Proofreader

Safis Editing

Acquisition Editor

Shweta Pant

Indexer

Tejal Daruwale Soni

Content Development Editor

Aditi Gour

Graphics

Jason Monterio

Technical Editor

Leena Patil

Akansha Bathija

Production Coordinator

Shraddha Falebhai