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AI game development : synthetic creatures with learning and reactive behaviors

Author: Alex J Champandard
Publisher: Indianapolis, Ind. : New Riders, ©2004.
Edition/Format:   Print book : EnglishView all editions and formats
Summary:

Shows you how to create a slew of autonomous synthetic creatures - in the process exploring the techniques and theories central to AI game development. This book focuses on designing individual  Read more...

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Additional Physical Format: Online version:
Champandard, Alex J.
AI game development.
Indianapolis, Ind. : New Riders, ©2004
(OCoLC)607014728
Document Type: Book
All Authors / Contributors: Alex J Champandard
ISBN: 1592730043 9781592730049
OCLC Number: 52696286
Description: xliii, 721 pages : illustrations ; 24 cm
Contents: Foreword / Steven Woodcock --
pt. I. Overview --
Ch. 1. Artificial Intelligence in Computer Games --
Ch. 2. Design of Intelligence --
Ch. 3. Reactive Approach --
Ch. 4. FEAR: A Platform for Experimentation --
pt. II. Moving Around --
Ch. 5. Movement in Game Worlds --
Ch. 6. Moving Abilities --
Ch. 7. Analysis an Understanding --
Ch. 8. Formalizing Motion --
Ch. 9. Specifications and Knowledge Representation --
Ch. 10. Steering Behaviors for Obstacle Avoidance --
Ch. 11. Rule-Based Systems --
Ch. 12. Synthesizing Movement with Rule-Based Systems --
pt. III. Learn To Shoot! --
Ch. 13. Combat Settings --
Ch. 14. Player Shooting Skills --
Ch. 15. Shooting, Formally --
Ch. 16. Physics for Prediction --
Ch. 17. Perceptrons --
Ch. 18. Dealing with Aiming Errors --
Ch. 19. Multilayer Perceptrons --
Ch. 20. Selecting the Target --
Ch. 21. Knowledge of the Problem. pt. IV. Choose Your Weapon --
Ch. 22. Fighting Conditions --
Ch. 23. Weapon Selection --
Ch. 24. Formalizing Weapon Choice --
Ch. 25. Scripting Tactical Decisions --
Ch. 26. Classification and Regression Trees --
Ch. 27. Learning to Assess Weapons --
Ch. 28. Understanding the Solution --
pt. V. Using Items and Objects --
Ch. 29. Analysis and Specification --
Ch. 30. Fuzzy Logic --
Ch. 31. Enhancing Movement Behaviors with a Fuzzy System --
Ch. 32. Genetic Algorithms --
Ch. 33. Learning Classifier Systems --
Ch. 34. Adaptive Defensive Strategies with Genetic Algorithms --
Ch. 35. Designing Learning AI --
pt. VI. Emotions --
Ch. 36. Emotive Creatures --
Ch. 37. Sensations, Emotions, and Feelings --
Ch. 38. Finite-State Machines --
Ch. 39. Under the Influence --
Ch. 40. Nondeterministic State Machines --
Ch. 41. Hierarchical State Machines --
Ch. 42. Emotional System. Ch. 43. Emergent Complexity. pt. VII. Action Selection --
Ch. 44. Strategic Decision Making --
Ch. 45. Implementing Tactical Intelligence --
Ch. 46. Reinforcement Learning --
Ch. 47. Learning Reactive Strategies --
Ch. 48. Dealing with Adaptive Behaviors --
pt. VIII. Summary --
Ch. 49. Game AI Engineering Principles --
Ch. 50. Road Ahead.
Responsibility: Alex J. Champandard.

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