Artificial Intelligence for Computer Games: An IntroductionTaylor & Francis, 29/07/2004 - 146 من الصفحات Learn to make games that are more fun and engaging! Building on fundamental principles of Artificial Intelligence, Funge explains how to create Non-Player Characters (NPCs) with progressively more sophisticated capabilities. Starting with the basic capability of acting in the game world, the book explains how to develop NPCs who can perceive, remember what they perceive, and then continue in the game play to think about the effects of possible actions, and finally learn from their experience. Funge considers the system architecture and explains how to implement potential behaviors (both reactive and deliberate) for intelligent and responsive NPCs allowing for games that are more fun and engaging. Emphasizing enduring design principles, Funge covers the basics of Game AI and provides a clear, easy to read introduction that beginning programmers and game designers will enjoy. |
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الصفحة 37
... Section 2.4.1 in the previous chapter makes an analogous distinction between game actions and higher - level actions . Section 3.4 describes some higher - level percepts that do filter out in- formation from the game - state . On ...
... Section 2.4.1 in the previous chapter makes an analogous distinction between game actions and higher - level actions . Section 3.4 describes some higher - level percepts that do filter out in- formation from the game - state . On ...
الصفحة 69
... Section 4.3 and also Section 5.4.3 later on in this chapter ) , and decision trees ( see Section 4.4 ) . Listing 5.1 shows a possible method of a controller class in the tag game that uses the getWhoLastTaggedMe memory percept to ...
... Section 4.3 and also Section 5.4.3 later on in this chapter ) , and decision trees ( see Section 4.4 ) . Listing 5.1 shows a possible method of a controller class in the tag game that uses the getWhoLastTaggedMe memory percept to ...
الصفحة 101
... Section 3.5 in Chapter 3 already explained why it is sometimes not possible , or desirable , to use an NPC's actual controller as a predictor per- cept for how it will behave in future . But in light of Section 6.4.2 , the point about ...
... Section 3.5 in Chapter 3 already explained why it is sometimes not possible , or desirable , to use an NPC's actual controller as a predictor per- cept for how it will behave in future . But in light of Section 6.4.2 , the point about ...
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