P R.E S E N T S              .

Practical Game AI Programming

DATE: 2017-11-16  SIZE: 60.3 MB    DISKS: 7x 10MB     PAGES: n/a

PUBLISHER: Packt                             GENRE:

AUTHOR: Micael DaGraca

FORMAT: EPUB  PROTECTION: DRM  EDITION: n/a

URL: https://is.gd/3Jboxp

LANGUAGE: English   ISBN: 9781787122819

: Create game AI and implement cutting edge AI algorithms from scratchAbout  :
: This Book* Move beyond using libraries for creating smart game AIs, create :
: your own AI projects from scratch.* Implement latest algorithms for AI     :
: development and in-game interaction* Customize your existing game AIs and  :
: make them better and efficient and improve your overall game               :
: performance.Who This Book Is ForThe ideal target audience of this book wil :
: be game developers with a basic knowledge of game development techniques.  :
: They should know some basic programming techniques in wither C# or C++.Wha :
: you will learn* Explore the vast game genres that exist* Get to know the   :
: basics of how to create different AI for different type of games* Discover :
: the probabilities and possibilities of the AI character to determine moves :
: taking in consideration the state of the player* Know what to do when      :
: something interferes with the AI choices and how the AI will behave if tha :
: happens* Plan the interaction between the AI character and the environment :
: using Smart Zones or Triggering Events* Use animations correctly, blending :
: one animation into another and rather than stopping one animation and      :
: starting another* Calculate the best options for the AI to move using      :
: Pruning Strategies, Wall Distances, Map Preprocess Implementation, and     :
: Forced NeighboursIn DetailA smart and diverse game AI is considered to be  :
: one of the main pillars of a successful game. This book will help you to   :
: get inside game AI programming, implement latest cutting edge algorithms   :
: with C#, and finally help you create effective and interesting AI for your :
: game projects.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 do determine character movement. Next :
: you'll learn how AI character should behave within the environment         :
: created.Moving on, you'll explore how to work with the 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 having a lot of characters in the same scene.You'll     :
: explore what 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, how to    :
: overcome some limitations, and how to deliver a better experience to the   :
: player. By the end of the book, you would be able to think differently     :
: about AI.                                                                  :

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