This book covers all the necessary topics that a professional game AI programmer needs to know, from math and steering behaviours to terrain analysis, pathfinding and decision-making. Written to be easily accessible, each topic is accompanied by an example game that allows the reader to add their own code to see the effects their changes have.
Each chapter is split into two parts. The first part covers the necessary theory in a friendly, conversational manner, using visual examples and fictional game scenarios to give additional context. The second part is a coding tutorial in C# for the topic at hand. Each chapter has its own example game available to download, written in C# in the Unity Game Engine.
This book will be suitable for students and aspiring games programmers looking to gain a grounding in game AI techniques.
Sprache
Verlagsort
Verlagsgruppe
Zielgruppe
Für höhere Schule und Studium
Für Beruf und Forschung
Postgraduate, Professional, Professional Practice & Development, Undergraduate Advanced, and Undergraduate Core
Illustrationen
348 farbige Abbildungen, 101 s/w Zeichnungen, 247 farbige Zeichnungen
247 Line drawings, color; 101 Line drawings, black and white; 348 Illustrations, color
Maße
Höhe: 234 mm
Breite: 156 mm
Dicke: 17 mm
Gewicht
ISBN-13
978-1-032-03322-8 (9781032033228)
Copyright in bibliographic data and cover images is held by Nielsen Book Services Limited or by the publishers or by their respective licensors: all rights reserved.
Schweitzer Klassifikation
Paul Roberts is a Lead AI Games Programmer who has worked for companies such as Activision, Team17, Traveller's Tales and Sumo Digital. Credits include Call of Duty: Strike Team, Pitfall!, Worms Revolution and The Lego Movie: The Video Game.
Chapter 1 Introduction
Chapter 2 Math
Chapter 3 Steering Behaviours
Chapter 4 Terrain Analysis
Chapter 5 Pathfinding
Chapter 6 Decision-Making
Chapter 7 Fuzzy Logic
Chapter 8 Chess AI
Chapter 9 Genetic Algorithms
Chapter 10 Neural Networks