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David Young [David Young] - Learning Game AI Programming with Lua

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David Young [David Young] Learning Game AI Programming with Lua
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    Learning Game AI Programming with Lua
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    Packt Publishing
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    2014
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Leverage the power of Lua programming to create game AI that focuses on motion, animation, and tactics

In Detail

Game AI can be easily broken up into a number of components such as decision making, animation handling, and tactics, but the balance and interaction between each system strikes a balance between good AI and bad AI.

Beginning with an introduction to the AI sandbox, each new aspect of game AI is introduced, implemented, and then expanded upon. Going forward, you will learn to utilize open source libraries such as Ogre3D, Bullet Physics, OpenSteer, Recast, Detour, and Lua to create an AI sandbox with an entire codebase available to expand and step through.

This is done through a step-by-step approach, from learning to move basic shapes to fully animating your soldiers. By the end of the book, your AI will be able to navigate, pathfind, manage animation playback, communicate, and perceive their environment.

What You Will Learn

  • Create an animation state machine to drive AI animations within Lua
  • Build and find paths on navigation meshes
  • Write and debug Lua scripts within a full-scale Lua IDE
  • Develop decision logic with behavior trees, state machines, and decision trees to build modular, reusable AI
  • Manage short- and long-term knowledge representation with blackboard data structures
  • Add sensory perception to give AIs the ability to see and hear
  • Develop high-level tactics with multiple AIs based on influence maps

Downloading the example code for this book. You can download the example code files for all Packt books you have purchased from your account at http://www.PacktPub.com. If you purchased this book elsewhere, you can visit http://www.PacktPub.com/support and register to have the files e-mailed directly to you.

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Index
A
  • action latency /
  • actions
    • creating /
    • idle action /
    • die action /
    • reload action /
    • shoot action /
    • random move action /
    • move action /
    • flee action /
    • pursue action /
  • actions, node type /
  • agent-steering forces
    • about /
    • seeking steering forces /
    • applying, to agent /
    • horizontal agent speed, clamping /
    • seeking agent, creating /
    • pursuing agent, creating /
    • fleeing steering behavior, creating /
    • evasion behavior /
    • wandering behavior /
    • target speed /
    • path, following /
    • path following agent, creating /
  • agent actions
    • states /
    • about /
    • data members, adding /
    • initializing /
    • updating /
    • cleaning up /
    • member functions /
  • agent auditory senses /
  • agent behaviors
    • updating /
  • agent behaviors, updating
    • enemy selection /
    • retreat positions, selecting /
    • flee position, calculating /
  • agent class /
  • agent communications
    • handling /
  • agent Lua script
    • creating /
    • visual representation, creating /
    • agent position, updating /
    • agent orientation, updating /
  • agent physics
    • about /
    • mass /
    • max force /
    • max speed /
    • speed /
    • velocity /
  • agent properties
    • about /
    • orientation /
    • location /
    • size /
  • agents
    • avoiding /
  • agent senses
    • creating /
    • initializing /
    • updating /
  • agent sighting events
    • about /
    • new enemy sighted event /
    • new dead enemy body sighted event /
    • new dead teammate body sighted event /
  • agent sightings
    • handling /
    • intermittent agent sightings /
    • visibility updates, throttling /
    • event handlers, creating /
    • event handlers, adding /
  • agents movement
    • mass /
    • speed /
    • velocity /
    • acceleration /
    • force /
  • agent teams
    • assigning /
  • agent visibility
    • about /
    • other agents, detecting /
  • AI sandbox
    • about /
    • overview /
    • project layout /
    • Premake build /
    • compiling, with Visual Studio /
    • open source libraries /
    • open source tools /
    • Decoda /
    • running, inside Decoda /
    • Decoda project, setting up /
    • Lua scripts, debugging /
    • Decoda Watch window /
    • Decoda Call Stack window /
    • Decoda Virtual Machines window /
    • Lua and C++, simultaneous debugging /
    • Visual Studio, Attach to Process option /
    • Decoda, Attach to Process option /
    • Decoda, Attach System Debugger /
    • Lua scripts, associating from code with Decoda /
    • Lua virtual machine /
    • Lua stack /
    • Lua primitives /
    • metatables /
    • metamethods /
    • userdata /
    • C++, calling Lua functions /
    • C, calling Lua functions /
    • Lua, calling C++ functions /
    • Lua, calling C functions /
    • custom userdata, userdata /
    • demo framework /
  • animated mesh
    • loading /
  • animation
    • blending /
  • animation blending
    • about /
    • animation weights /
    • blend window /
    • blend curves /
    • linear blend /
    • blend weights, playing with /
  • animation clips, skeleton
    • about /
    • playing, on soldier /
    • soldier animations /
  • animation controller
    • creating /
    • commands /
  • animation length /
  • animation rate /
  • animations
    • manipulating /
    • enabling /
    • disabling /
    • looping /
    • length /
    • time /
    • normalized time /
    • restarting /
    • non-looping animation, playing /
    • rate /
  • animation states
    • playing with /
  • animation time /
  • application programming interface (API) /
  • ASM
    • about /
    • animal states /
    • transitions /
    • helper functions, creating /
    • states, adding /
    • transitions, adding /
    • external helper functions, adding /
    • states, setting by force /
    • states, requesting /
    • updating /
    • state transitions, handling /
    • state requests, handling /
    • running animations, updating /
    • functions, adding to /
    • callbacks, adding to /
    • updating, for callback call /
  • auditory events
    • about /
    • BulletShot event /
    • BulletImpact event /
    • handling /
    • decaying /
  • avoidance steering behavior
    • about /
    • collision avoidance /
    • obstacle avoidance /
  • avoidance steering behavior /
B
  • behaving actions
    • updating /
  • behaving actions, updating
    • die action /
    • flee action /
    • idle action /
    • move action /
    • pursue action /
    • reload action /
    • shoot action /
  • behavior tree
    • about /
    • nodes /
    • helper functions /
    • creating /
    • selector evaluation /
    • sequence evaluation /
    • node evaluation /
    • continue evaluation /
    • update loop /
    • updating /
    • building /
    • die behavior /
    • flee behavior /
    • combat behaviors /
    • reload behavior /
    • shoot behavior /
    • pursue behavior /
    • move behavior /
    • random move behavior /
    • idle behavior /
    • creating, for agent /
  • behavior tree, creating for an agent
    • about /
    • strengths /
    • pitfalls /
  • behavior tree node
    • about /
    • updating /
  • behavior tree update loop /
  • blackboard
    • about /
    • creating /
    • knowledge sources, adding /
    • knowledge sources, removing /
    • knowledge sources, evaluating /
    • attributes, setting /
    • attributes, retrieving /
    • member functions /
  • blackboard attributes
    • retrieving /
    • setting /
    • alive /
    • ammo /
    • maxAmmo /
    • maxHealth /
    • enemy /
    • bestFleePosition /
  • blackboard events
    • decaying /
  • blend curve, animation /
  • blend weights
    • playing with /
  • blend window, animation /
  • blocks
    • shooting /
    • avoiding /
  • body
    • creating /
    • soldier, creating /
    • animated mesh, attaching to agent /
    • obstacle course, creating /
  • brain
    • creating /
    • mind body control, approaches /
  • branches, decision trees
    • about /
    • evaluating /
    • creating /
  • BulletImpact event /
  • BulletShot event /
C
  • 50/50 chance evaluator /
  • C++, calling Lua functions /
  • C, calling Lua functions /
  • callbacks
    • adding, to ASM /
    • handling /
    • calling, via ASM update /
  • can shoot enemy evaluator /
  • cell height, influence map /
  • cell width, influence map /
  • change stance command /
  • combat behaviors /
  • command queue /
  • conditions /
  • constant evaluators /
  • crouching animations /
  • custom userdata
    • creating /
    • vector data type /
D
  • dangerous positions
    • scoring /
    • scoring, from bullet impacts /
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