AI game engine programming

AI game engine programming

by Schwab, Brian

Type Book
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Title Statements

  • Full title :AI game engine programming / Brian Schwab.

Summary

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Edition Statements

  • Publication Date:©2004.

Publication Statements

  • Publisher(s):Charles River Media
  • Place of Publication:Hingham, MA
  • Language:eng
  • Publication Date:©2004.

The Physical Object

  • Description:xxix, 594 pages : : illustrations ; : 23 cm +

Edition Identifiers

  • ISBN:1584503440, 9781584503446
  • oclc:ocm55962390
  • LC Classification:QA76.76.C672
  • Dewey Decimal:794.8/1526

Table of Contents

I. Introduction. Basic definitions and concepts -- An AI engine: the basic components and design -- Alsteroids: our AI test bed. II. Game Genres. Role playing games (RPGs) -- Adventure games -- Real-time strategy (RTS) games -- First-person shooters/third-person shooters (FTPS) -- Platform games -- Shooter games -- Sports games -- Racing games -- Classic strategy games -- Fighting games -- Miscellaneous genres of note. III. Basic AI engine techniques. Finite-state machines -- Fuzzy-state machines (FuSms) -- Message-based systems -- Scripting systems -- Location-based information systems. IV. Advanced AI engine techniques. Genetic algorithms -- Neural networks -- Other techniques of note. V. Real game AI development. Distributed AI design -- Common AI development concerns -- Debugging -- Conclusions, and the future.

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