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Micael DaGraca - Practical Game AI Programming

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Micael DaGraca Practical Game AI Programming
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Jump into the world of Game AI development

About This Book
  • Move beyond using libraries to create smart game AI, and create your own AI projects from scratch
  • Implement the latest algorithms for AI development and in-game interaction
  • Customize your existing game AI and make it better and more efficient to improve your overall game performance
Who This Book Is For

This book is for game developers with a basic knowledge of game development techniques and some basic programming techniques in C# or C++.

What You Will Learn
  • Get to know the basics of how to create different AI for different type of games
  • Know what to do when something interferes with the AI choices and how the AI should behave if that 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 Neighbours
  • Create Theta algorithms to the AI to find short and realistic looking paths
  • Add many characters into the same scene and make them behave like a realistic crowd
In Detail

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 determine character movement. Next, youll learn how AI characters should behave within the environment created.

Moving on, youll explore how to work with animations. Youll also plan and create pruning strategies, and create Theta algorithms to find short and realistic looking game paths. Next, youll learn how the AI should behave when there is a lot of characters in the same scene.

Youll explore which 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. Youll discover how to overcome some limitations, and how to deliver a better experience to the player. By the end of the book, you think differently about AI.

Style and approach

The book has a step-by-step tutorial style approach. The algorithms are explained by implementing them in #.

Micael DaGraca: author's other books


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Contents

  • 1: Different Problems Require Different Solutions
    • b'Chapter 1: Different Problems Require Different Solutions'
    • b'A brief history of and solutions to\xc3\x82\xc2\xa0game AI'
    • b'Enemy AI in video games'
    • b'From simple to smart and human-like AI'
    • b'Visual and audio awareness'
    • b'Summary'
  • 2: Possibility and Probability Maps
    • b'Chapter 2: Possibility and Probability Maps'
    • b'Game states'
    • b'Possibility maps'
    • b'Defining the states'
    • b'Probability maps'
    • b'Summary'
  • 3: Production System
    • b'Chapter 3: Production System'
    • b'Automated finite-state machines (AFSMs)'
    • b'Utility-based functions'
    • b'Dynamic game AI balancing'
    • b'Summary'
  • 4: Environment and AI
    • b'Chapter 4: Environment and AI'
    • b'Visual interactions'
    • b'Basic environment interactions'
    • b'Advanced environment interactions'
    • b'Summary'
  • 5: Animation Behaviors
    • b'Chapter 5: Animation Behaviors'
    • b'2D animation versus 3D animation'
    • b'Animation state machines'
    • b'Smooth transitions'
    • b'Summary'
  • 6: Navigation Behavior and Pathfinding
    • b'Chapter 6: Navigation Behavior and Pathfinding'
    • b'Navigation behavior'
    • b'Summary'
  • 7: Advanced Pathfinding
    • b'Chapter 7: Advanced Pathfinding'
    • b'Simple versus advanced pathfinding'
    • b'A* search algorithm'
    • b'Summary'
  • 8: Crowd Interactions
    • b'Chapter 8: Crowd Interactions'
    • b'What is crowd interaction'
    • b'Video games and crowd interactions'
    • b'Planning crowd interactions'
    • b'Crowd collision avoidance'
    • b'Summary'
  • 9: AI Planning and Collision Avoidance
    • b'Chapter 9: AI Planning and Collision Avoidance'
    • b'Search'
    • b'Summary'
  • 10: Awareness
    • b'Chapter 10: Awareness'
    • b'Stealth sub-genre'
    • b'About tactics'
    • b'About awareness'
    • b'Implementing vision awareness'
    • b'Summary'
Chapter 1. Different Problems Require Different Solutions
A brief history of and solutions to game AI

To better understand how to overcome the problems that game developers are currently facing, we need to dig a little bit into the history of video game development and take a look at the problems and their solutions that were so important at the time. Some of them were so avant-garde that they actually changed the entire history of video game design itself, and we still use the same methods today to create unique and enjoyable games.

One of the first relevant marks that is always worth mentioning when talking about game AI is computer chess programmed to compete against humans. It was the perfect game to start experimenting with artificial intelligence, because chess usually requires a lot of thought and planning ahead, something that a computer couldn't do at the time because it was necessary to have human features in order to successfully play and win the game. So, the first step was to make it able for the computer to process the game rules and think for itself in order to make a good judgement of the next move that the computer should do to achieve the final goal, that is, winning by checkmating. The problem is that chess has many possibilities; so, even if the computer had a perfect strategy to beat the game, it was necessary to recalculate that strategy, adapting it, changing, or even creating a new one every time something went wrong with the first strategy.

Humans can play differently every time; this makes it a huge task for the programmers to input all the possible data into the computer in order to win the game. So, writing all the possibilities that could exist wasn't a viable solution, and because of that, the programmers needed to think again about the problem. Then, one day, they finally came out with a better solution, that is, to make the computer decide for itself every turn, choosing the most plausible option for each turn; that way, the computer could adapt to any possibility in the game. Yet, this involved another problemthe computer would only think the short-term moves, and not create any plans to defeat the human in the future moves; so, it was easy to play against it, but at least we started to have something going on. It was decades later that someone defined the word Artificial Intelligence ( AI ) by solving the first problem that many researchers had by trying to create a computer that was capable of defeating a human player. Arthur Samuel is the person responsible for creating a computer that could learn for itself and memorize all the possible combinations. That way, there wasn't necessarily any human intervention and the computer could actually think on its own, and that was a huge step that is still impressive even by today's standards.

Enemy AI in video games

Now, let's move to the video game industry and analyze how the first enemies and game obstacles were programmed; was it that different from what we are doing now? Let's find out.

Single-player games with AI enemies started to appear in the 1970s, and soon, some games started to elevate the quality and expectations of what defines a video game AI. Some of those examples were released for arcade machines, such as Speed Race from Taito (a racing video game), or Qwak (a duck hunting game using a light gun), and Pursuit (an aircraft fighter) both from Atari. Other notable examples are the text-based games released for the first personal computers, such as Hunt the Wumpus and Star Trek, which also had enemies. What made those games so enjoyable was precisely that the AI enemies that didn't reacted like any other before because they had random elements mixed with the traditional stored patterns, making them unpredictable, and hence providing a unique experience every time you played the game. However, that was only possible due to the incorporation of microprocessors that expanded the capabilities of a programmer at that time. Space Invaders brought the movement patterns and Galaxian improved and added more variety, making the AI even more complex. PAC-MAN later on brought movement patterns to the maze genre.

The influence that the AI design in PAC-MAN had is just as significant as the influence of the game itself. This classic arcade game makes the player believe that the enemies in the game are chasing him, but not in a crude manner. The ghosts are chasing the player (or evading the player) in a different way as if they have an individual personality. This gives people the illusion that they are actually playing against four or five individual ghosts rather than copies of the same computer enemy.

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