AI game engine programming

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This book is a comprehensive introduction to visual computing, dealing with the acquisition, analysis, and synthesis of visual data by means of computers. What sets this book apart from other computer graphics texts is the integrated coverage of computer graphics and visualization topics, including important techniques such as subdivision surfaces, scene graphs, multi-resolution models, shadow generation, and ambient occlusion. Practitioners and students will benefit from the complete coverage of the principles that are the basic tools of their trade, from elementary computer graphics to advanced visualization techniques Part 1: Definitions and Concepts: Current Definition; Basic components; The AI test bed; Part 2: Game Genres: RPG; RTS; FPS; Platform Games; Shooter Games; Sports Games; Racing Games; Classic Strategy Games; Adventure Games; Fighting Games; Other; Part 3: Basic AI Engine Styles: FSMs; FuSMs, Location based information Systems; Planning Systems; Messaging Based Systems; Scripted Systems; Part 4: Advanced Styles: Production Systems; Decision Trees; Genetic Programming; Neural Networks; Fuzzy Logic; Artificial Life; Part 5: Distributed AI: Basic Overview; Animation Layers; Motion Layers; Individual vs. Team; First Order Intelligence; Second Order Intelligence; Part 6: Real-Life Game AI: Commonalities; Support AI; An AI Checklist; The Push Toward Data Driven AI; The Fun Factor; Design Considerations; Part 7: Conclusions/Wrap Up: Discussion of Genres, Platforms, Requirements, Designs; The Future of Game AI Appendix A: URLs, Book List, Reference Materials; Appendix B: About the CD-ROM, Index

Author(s): Brian Schwab
Edition: 1ed.
Publisher: Charles River Media
Year: 2004

Language: English
Pages: 622
City: Hingham, MA