Zum Hauptinhalt springen
Nicht aus der Schweiz? Besuchen Sie lehmanns.de
AI Game Engine Programming - Brian Schwab

AI Game Engine Programming

Brian Schwab (Autor)

Media-Kombination
600 Seiten
2004
Charles River Media
9781584503446 (ISBN)
CHF 95,50 inkl. MwSt
  • Titel erscheint in neuer Auflage
  • Artikel merken
AI Game Engine Programming is written for all levels of game AI developers who wish to further their knowledge of the myriad AI engines used in various genres. The book provides the knowledge and techniques needed to create an AI engine. It details the specific parts of a modern AI engine, and provides code for the basic frameworks needed to run the techniques. The code is provided in a modular fashion, so that programmers can use only what they need and customize it at any level. The book also explains which techniques work best with different game genres, how to start implementing them, and what to consider when custom designing an engine that will be used for a particular game. The coverage takes programmers from theory to actual game development, with usable code frameworks designed to go beyond merely detailing how a technique might be used. In addition, it covers common pitfalls, design considerations, and optimizations. The companion CD-ROM contains all of the code from the book, as well as useful AI resources.

Brian Schwab (San Diego, CA) has been a game programmer for over ten years, and has held key positions as Gameplay and AI Programmer for both Angel Studios and DreamWorks Interactive. He currently acts as Senior AI Programmer for Sony Computer Entertainment.

Part 1: Definitions and Concepts: Current Definition; Basic components; The AI test bed; Part 2: Game Genres: RPG; RTS; FPS; Platform Games; Shooter Games; Sports Games; Racing Games; Classic Strategy Games; Adventure Games; Fighting Games; Other; Part 3: Basic AI Engine Styles: FSMs; FuSMs, Location based information Systems; Planning Systems; Messaging Based Systems; Scripted Systems; Part 4: Advanced Styles: Production Systems; Decision Trees; Genetic Programming; Neural Networks; Fuzzy Logic; Artificial Life; Part 5: Distributed AI: Basic Overview; Animation Layers; Motion Layers; Individual vs. Team; First Order Intelligence; Second Order Intelligence; Part 6: Real-Life Game AI: Commonalities; Support AI; An AI Checklist; The Push Toward Data Driven AI; The Fun Factor; Design Considerations; Part 7: Conclusions/Wrap Up: Discussion of Genres, Platforms, Requirements, Designs; The Future of Game AI Appendix A: URLs, Book List, Reference Materials; Appendix B: About the CD-ROM, Index

Erscheint lt. Verlag 23.10.2004
Zusatzinfo Illustrations
Verlagsort Hingham
Sprache englisch
Maße 191 x 235 mm
Themenwelt Informatik Weitere Themen Computerspiele
ISBN-13 9781584503446 / 9781584503446
Zustand Neuware
Informationen gemäß Produktsicherheitsverordnung (GPSR)
Haben Sie eine Frage zum Produkt?