Download AI for Game Developers by David M. Bourg PDF

By David M. Bourg

Advances in 3D visualization and physics-based simulation expertise ensure that online game builders to create compelling, visually immersive gaming environments that have been purely dreamed of years in the past. yet modern-day online game avid gamers have grown in sophistication besides the video games they play. it really is not adequate to wow your avid gamers with staggering images; your next step in developing much more immersive video games is more suitable man made intelligence, or AI.

Fortunately, complex AI online game suggestions are in the grab of each online game developer--not simply those that commit their careers to AI. if you are new to online game programming or if you are an skilled video game programmer who must wake up to velocity speedy on AI innovations, you will discover AI for video game builders to be the fitting place to begin for figuring out and utilizing AI thoughts on your video games.

Written for the beginner AI programmer, AI for online game builders introduces you to options reminiscent of finite country machines, fuzzy good judgment, neural networks, and so forth, in effortless, easy-to-understand language, supported with code samples through the complete booklet (written in C/C++). From simple suggestions akin to chasing and evading, development stream, and flocking to genetic algorithms, the ebook provides a mixture of deterministic (traditional) and non-deterministic (newer) AI strategies aimed squarely at novices AI builders. different subject matters lined within the booklet contain: capability functionality dependent hobbies: a method that handles chasing, evading swarming, and collision avoidance concurrently easy pathfinding and waypoints, together with a complete bankruptcy dedicated to the A* pathfinding set of rules AI scripting Rule-based AI: find out about editions except fuzzy common sense and finite country machines uncomplicated chance Bayesian strategies in contrast to different books at the topic, AI for video game builders does not try and hide each point of online game AI, yet to offer you usable, complex concepts you could follow on your video games instantaneously. If you might have desired to use AI to expand the play-life of your video games, lead them to extra demanding, and most significantly, cause them to extra enjoyable, then this booklet is for you.

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There's no doubt that although it's simple, this method works. The predator will chase his prey with unrelenting determination. The sample program AIDemo2-1, available for download from this book's web site (http://www. com/BOOK"), implements the basic chase algorithm in a tile-based environment. The relevant code is shown in Example 2-3. Example 2-3. htm (2 of 4)7/23/05 5:38:24 PM AI for Game Developers predatorRow++; Notice the similarities in Examples 2-3 and 2-1. The only difference is that in Example 2-3 rows and columns are used instead of floating-point xs and ys.

The time to close is calculated as follows: The time to close, tc, is equal to the magnitude of the range vector, Sr, divided by the magnitude of the closing velocity vector, Vr. Now, knowing the time to close, you can predict where the prey will be tc in the future. The current position of the prey is Sprey and it is traveling at Vprey. Because speed multiplied by time yields average distance traveled, you can calculate how far the prey will travel over a time interval tc traveling at Vprey and add it to the current position to yield the predicted position, as follows: Here, St is the predicted position of the prey tc in the future.

In this case, the row axis is the longest, so the else part of the main if conditional would be executed. Figure 2-6. Bresenham tile-based chase Figure 2-6 shows the troll's path, but of course this function doesn't actually draw the path. Instead of drawing the line points, this function stores each row and column coordinate in the pathRow and pathCol arrays. These stored values are then used by an outside function to guide the troll along a path that leads to the player. 4 Line-of-Sight Chasing in Continuous Environments The Bresenham algorithm is an effective method for tiled environments.

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