By Ian Millington
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Additional info for Artificial Intelligence for Games Companion CD-ROM (The Morgan Kaufmann Series in Interactive 3D Technology)
The AI in most modern games addresses three basic needs: the ability to move characters, the ability to make decisions about where to move, and the ability to think tactically or strategically. Even though we’ve gone from using state-based AI everywhere (they are still used in most places) to a broad range of techniques, they all fulfil the same three basic requirements. 2 M Y M ODEL OF G AME AI In this book there is a vast zoo of techniques. It would be easy to get lost, and it’s important to understand how the bits fit together.
If two guards are standing talking to each other and you shoot one down, the other guard shouldn’t carry on the conversation! A change in behavior almost always occurs when the player is nearby or has been spotted. This is the same in platform games as it is in real-time strategy. A good solution is to keep only two behaviors for incidental characters—a normal action and a player-spotted action. 2 T HE K IND OF AI IN G AMES Games have always come under criticism for being poorly programmed (in a software engineering sense): they use tricks, arcane optimizations, and unproven technologies to get extra speed or neat effects.
This book is designed to help you master one element of game development: artificial intelligence (AI). There have been many articles published about different aspects of game AI: websites on particular techniques, compilations in book form, some introductory texts, and plenty of lectures at development conferences. I was frustrated that there wasn’t a book that covered it all, as a coherent whole. And that is where this book is designed to be. G 3 4 Chapter 1 Introduction I’ve developed many AI modules for lots of different genres of games.
Artificial Intelligence for Games Companion CD-ROM (The Morgan Kaufmann Series in Interactive 3D Technology) by Ian Millington