AI and Artificial Life in Video Games by Guy W. Lecky-Thompson

By Guy W. Lecky-Thompson

Methods to create tougher and dynamic video games with AI and synthetic lifestyles in games. AI, or synthetic intelligence, builds greater video games through directing behaviors contained in the video games that cause them to more challenging, whereas man made existence, or A-Life, provides unpredictability of play and a extra sensible setting to video games. This ebook examines effortless and cheap equipment for enforcing AI and A-Life in any game not to purely version habit within the video game but additionally create instruments, generate code, and attempt the sport in the course of improvement. After introducing the fundamentals of AI and A-Life to exploit as development blocks, the booklet delves into extra complex equipment and examines attainable destiny makes use of and methods. You’ll learn the way AI will be outfitted up in a video game by means of layering behavioral versions on static information to supply habit that's either clever and unpredictable.

Examples of a number of A-Life improvements in video games are offered, and you’ll examine the aptitude pitfalls of utilizing AI and the way to troubleshoot, practice A-Life for your personal video games, attempt A-Life itself and attempt almost utilizing A-Life, enforce AI and A-Life in a multiplayer atmosphere, and extra. Written for the present and next-generation online game developer, AI and synthetic existence in games is a brilliant reference for either video game programmers and online game designers.

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What this book’s scope will not do is provide a catalog of AI science—only how AI can be applied. Many paradigms are just too resource consuming to be included in video games. Some of the more common paradigms that will be covered are the following: • • • • • Finite state machines Fuzzy logic Daemon AI Neural networks The A* algorithm and other weighted decision-making algorithms Many of the items covered will provide the basis for our discussion of A-Life and AI and their deployment in video games.

What this book’s scope will not do is provide a catalog of AI science—only how AI can be applied. Many paradigms are just too resource consuming to be included in video games. Some of the more common paradigms that will be covered are the following: • • • • • Finite state machines Fuzzy logic Daemon AI Neural networks The A* algorithm and other weighted decision-making algorithms Many of the items covered will provide the basis for our discussion of A-Life and AI and their deployment in video games.

This is also common to racing games, such as Wipeout, Burnout, and Formula 1. The driver AI has to achieve goals, avoid traffic, and remain reasonably challenged, but not be superhuman. When the movement AI takes on the management of a collection of common goal-centered entities—team-oriented sports simulations, for example—it becomes reliant on the planning AI. In other words, the movement AI implements low-level positioning on an entity-by-entity basis, according to the instructions of the planning AI.

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