ABSTRACT

Creating robust artificial intelligence is one of the greatest challenges for game developers, yet the commercial success of a game is often dependent upon the quality of the AI. In this book, Ian Millington brings extensive professional experience to the problem of improving the quality of AI in games. He describes numerous examples from real games and explores the underlying ideas through detailed case studies. He goes further to introduce many techniques little used by developers today. The book's associated web site contains a library of C++ source code and demonstration programs, and a complete commercial source code library of AI algorithms and techniques.

"Artificial Intelligence for Games - 2nd edition" will be highly useful to academics teaching courses on game AI, in that it includes exercises with each chapter. It will also include new and expanded coverage of the following: AI-oriented gameplay; Behavior driven AI; Casual games (puzzle games).

 

Key Features

* The first comprehensive, professional tutorial and reference to implement true AI in games written by an engineer with extensive industry experience.
* Walks through the entire development process from beginning to end.
* Includes examples from over 100 real games, 10 in-depth case studies, and web site with sample code.

part I|35 pages

AI and Games

chapter 1|16 pages

Introduction

chapter 2|17 pages

Game AI

part II|673 pages

Techniques

chapter 3|157 pages

Movement

chapter 4|95 pages

Pathfinding

chapter 5|199 pages

Decision Making

chapter 6|86 pages

Tactical and Strategic AI

chapter 7|87 pages

Learning

chapter 8|43 pages

Board Games

part III|94 pages

Supporting Technologies

chapter 9|32 pages

Execution Management

chapter 10|40 pages

World Interfacing

chapter 11|20 pages

Tools and Content Creation

part IV|36 pages

Designing Game AI

chapter 12|24 pages

Designing Game AI

chapter 13|10 pages

AI-Based Game Genres