TY - BOOK AU - Schwab,Brian TI - AI game engine programming SN - 1584505729 AV - QA76.76.C672 S39 2009 U1 - 794.81526 22 PY - 2009///] CY - Boston, MA PB - Course Technology/Cengage Learning KW - Computer games KW - Programming KW - Artificial intelligence KW - Design N1 - Accompanied by: 1 computer disc (CD-ROM); Includes bibliographical references (pages 685-686) and index; Part I; Introduction --; 1; Basic Definitions and Concepts --; 2; An AI Engine: The Basic Components and Design --; 3; AIsteroids: Our AI Test Bed --; Part II; Game Genres --; 4; Role Playing Games (RPGs) --; 5; Adventure Games --; 6; Real-Time Strategy (RTS) Games --; 7; First-Person Shooters/Third-Person Shooters (FTPS) --; 8; Platform Games --; 9; Shooter Games --; 10; Sports Games --; 11; Racing Games --; 12; Classic Strategy Games --; 13; Fighting Games --; 14; Miscellaneous Genres of Note --; Part III; Basic AI Engine Techniques --; 15; Finite-State Machines --; 16; Fuzzy-State Machines (FuSMs) --; 17; Message-Based Systems --; 18; Scripting Systems --; 19; Location-Based Information Systems --; Part IV; Advanced AI Engine Techniques --; 20; Genetic Algorithms --; 21; Neural Networks --; 22; Other Techniques of Note --; Part V; Real Game AI Development --; 23; Distributed AI Design --; 24; Common AI Development Concerns --; 25; Debugging --; 26; Conclusions, and the Future N2 - "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 ER -