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. |
من داخل الكتاب
النتائج 1-3 من 5
الصفحة 74
... Mental State Variables The calcWhoToChase method in Listing 5.1 will decide to chase the char- acter who last tagged " me " , unless it is too far away relative to the nearest character . On successive calls to the calcWhoToChase method ...
... Mental State Variables The calcWhoToChase method in Listing 5.1 will decide to chase the char- acter who last tagged " me " , unless it is too far away relative to the nearest character . On successive calls to the calcWhoToChase method ...
الصفحة 76
... State Machines A popular and convenient way to represent mental state variables is as Finite - State Machines ( FSMs ) . Figure 5.2 shows a simple example FSM for the tag game . The nodes represent states and the arcs represent state ...
... State Machines A popular and convenient way to represent mental state variables is as Finite - State Machines ( FSMs ) . Figure 5.2 shows a simple example FSM for the tag game . The nodes represent states and the arcs represent state ...
الصفحة 79
... mental state variables like anger . An NPC can then utter phrases like " you're making me angry by keep chasing me " , or " OK , that's it I'm going to get you back for this " . Such comments can later make it clear to the player that ...
... mental state variables like anger . An NPC can then utter phrases like " you're making me angry by keep chasing me " , or " OK , that's it I'm going to get you back for this " . Such comments can later make it clear to the player that ...
طبعات أخرى - عرض جميع المقتطفات
عبارات ومصطلحات مألوفة
action choices adversarial search angry animation approximate simulator behavior book's companion calculate Chapter chase collision computer games const create decision tree defined depth-first search discrete tag game event queue example expert systems Figure first-order logic FSMs function future game actions game AI game designer game developer game world game-state goal grid heuristic high-level implement inline input last tagged learner learning algorithm Listing machine learning memory percept mental state variables method move myIndex needs noisy sensors NPC TAG NPC's controller output parameters particular path planning perception object pick actions pick an action player character possible actions predict predictor percept probability distribution production rules programming random number randomly reactive controller reinforcement learning renderer represent reward search algorithms search tree Section simple stochastic TAG NPC tagged character tgCharacter tgController tgReal tgRealVec const& tion transition model troller unsupervised learning untagged character's usually values vector velocity waypoint