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.

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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, decision making. Written to be easily accessible, each topic is accompanied by an example game, where the reader can add their own code to see the effects their changes have.

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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

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Produktdetaljer

ISBN
9781032033228
Publisert
2022-07-28
Utgiver
Taylor & Francis Ltd
Vekt
340 gr
Høyde
234 mm
Bredde
156 mm
Aldersnivå
U, P, 05, 06
Språk
Product language
Engelsk
Format
Product format
Heftet
Antall sider
302

Forfatter

Biografisk notat

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.