AI Game Programming Wisdom 4 (AI Game Programming Wisdom (W/CD))
Steve Rabin
Language: English
Pages: 699
ISBN: 1584505230
Format: PDF / Kindle (mobi) / ePub
Welcome to the latest volume of AI Game Programming Wisdom! AI Game Programming Wisdom 4 includes a collection of more than 50 new articles featuring cutting-edge techniques, algorithms, and architectures written by industry professionals for use in commercial game development. Organized into 7 sections, this comprehensive volume explores every important aspect of AI programming to help you develop and expand your own personal AI toolbox. You'll find ready-to-use ideas, algorithms, and code in all key AI areas including general wisdom, scripting and dialogue, movement and pathfinding, architecture, tactics and planning, genre specific, and learning and adaptation. New to this volume are articles on recent advances in realistic agent, squad, and vehicle movement, as well as dynamically changing terrain, as exemplified in such popular games as Company of Heroes.You'll also find information on planning as a key game architecture, as well as important new advances in learning algorithms and player modeling. AI Game Programming Wisdom 4 features coverage of multiprocessor architectures, Bayesian networks, planning architectures, conversational AI, reinforcement learning, and player modeling.These valuable and innovative insights and issues offer the possibility of new game AI experiences and will undoubtedly contribute to taking the games of tomorrow to the next level.
emphasis calls into question much of the application of work in the academic AI field to our own work in game AI. Academic theories and techniques had no connection to choreography and story-level orchestration of behavior, so why should their cognitive models be relevant to generating that kind of behavior? In fact, the whole program of cognitive science that underpins most work in academic AI is founded on a reductionist approach. To meet the challenge, we must search for perspectives on
Naturally, as systems change, the documentation will need to be kept up to date. As new designers join the team, or as other designers who were previously tasked on 38 Section 1 General Wisdom other things start to use the software, it greatly reduces confusion if they can start with documentation that is up to date and get the same training as well. Finally, try to make sure new designers are aware of the system’s original design goals and limitations to avoid problems with improperly
AI to designers in a simple manner that streamlines workflow. Giving them the tools to understand and debug the AI will allow them to use the AI systems to the fullest. References [Celes07] Celes, Waldemar, et al., “The Programming Language Lua.” Available online at http://www.lua.org, May 28, 2007. [Lake07] Lake, Rici, “ldb – A Lua Debugger.” Available online at http://www.dzone.com/links/ldb_a_lua_debugger.html, April 19, 2007. [Poiker02] Poiker, Falko, “Creating Scripting Languages for
shoot stuff. This is why The Sims is so clever—although it does reduce all objects to a predetermined set of affordances in an abstract sense (things that make agents less tired, more happy, less stressed, and so on). At a more concrete level, there is no limit to the actions that can be afforded to agents by the addition of new types of object to the simulation because the concrete actions (drink coffee, cook at gas stove, dance in front of stereo, and so on) are determined by scripts,
. . . . . 17 Benjamin Ellinger, Microsoft 1.3 Creating Designer Tunable AI . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27 Borut Pfeifer, Electronic Arts 1.4 AI as a Gameplay Analysis Tool . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 39 Neil Kirby, Bell Laboratories 1.5 Ecological Balance in AI Design . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 49 Adam Russell SECTION 2 MOVEMENT AND PATHFINDING . . . . . . . . . . . . . . . . . . . . . . 59 2.1