Schwab, Brian,

AI game engine programming / Brian Schwab. - Second edition. - xxx, 710 pages : illustrations ; 24 cm + 1 computer disc (12 cm)

Accompanied by: 1 computer disc (CD-ROM)

Includes bibliographical references (pages 685-686) and index.

Introduction -- Basic Definitions and Concepts -- An AI Engine: The Basic Components and Design -- AIsteroids: Our AI Test Bed -- Game Genres -- Role Playing Games (RPGs) -- Adventure Games -- Real-Time Strategy (RTS) Games -- First-Person Shooters/Third-Person Shooters (FTPS) -- Platform Games -- Shooter Games -- Sports Games -- Racing Games -- Classic Strategy Games -- Fighting Games -- Miscellaneous Genres of Note -- Basic AI Engine Techniques -- Finite-State Machines -- Fuzzy-State Machines (FuSMs) -- Message-Based Systems -- Scripting Systems -- Location-Based Information Systems -- Advanced AI Engine Techniques -- Genetic Algorithms -- Neural Networks -- Other Techniques of Note -- Real Game AI Development -- Distributed AI Design -- Common AI Development Concerns -- Debugging -- Conclusions, and the Future. Part I. 1. 2. 3. Part II. 4. 5. 6. 7. 8. 9. 10. 11. 12. 13. 14. Part III. 15. 16. 17. 18. 19. Part IV. 20. 21. 22. Part V. 23. 24. 25. 26.

"AI Game Engine Programming provides game developers with the tools and wisdom necessary to create modern game AI engines. It takes programmers from theory to actual game development, with usable code frameworks designed to go beyond merely detailing how a technique might be used. In addition, it surveys the capabilities of the different techniques used. In addition, it surveys the capabilities of the different techniques used in some current AI engines, and covers common pitfalls, design considerations, and optimizations."--Publisher's website.

1584505729 9781584505723


Computer games--Programming.
Artificial intelligence.
Computer games--Design

QA76.76.C672 / S39 2009

794.81526