LIVRO Practical Game AI Programming PDF Micael DaGraça

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Key FeaturesMove beyond using libraries for creating smart game AIs, create your own AI projects from scratch.Implement latest algorithms for AI development and in-game interactionCustomize your existing game AIs and make them better and efficient and improve your overall game performance.Book DescriptionA smart and diverse game AI is considered to be one of the main pillars of a successful game. This book will help you to get inside game AI programming, implement latest cutting edge algorithms with C#, and finally help you create effective and interesting AI for your game projects.The book starts with the basics examples of AI for different game genres and directly jumps into defining the probabilities and possibilities of the AI character to do determine character movement. Next, you’ll learn how AI character should behave within the environment created.Moving on, you’ll explore how to work with the animations. You’ll also plan and create pruning strategies, and create Theta Algorithms to find short and realistic looking game paths. Next, you’ll learn how the AI should behave when having a lot of characters in the same scene.You’ll explore what methods and algorithms, such as possibility maps, Forward Chaining Plan, Rete Algorithm, Pruning Strategies, Wall Distances, and Map Preprocess Implementation should be used on different occasions, how to overcome some limitations, and how to deliver a better experience to the player.By the end of the book, you would be able to think differently about AI.What you will learnExplore the vast game genres that existGet to know the basics of how to create different AI for different type of gamesDiscover the probabilities and possibilities of the AI character to determine moves taking in consideration the state of the playerKnow what to do when something interferes with the AI choices and how the AI will behave if that happensPlan the interaction between the AI character and the environment using Smart Zones or Triggering EventsUse animations correctly, blending one animation into another and rather than stopping one animation and starting anotherCalculate the best options for the AI to move using Pruning Strategies, Wall Distances, Map Preprocess Implementation, and Forced NeighboursAbout the AuthorMicael DaGraça is a professional game designer and game developer who works on different independent video-games. He had studied Digital Arts at the University of IESA Multimedia Paris, and started his career as a project manager on a small studio and gradually started working as a game developer helping other studios developing their games.https://www.linkedin.com/in/dagracamicael?trk=hp-identity-namehttp://www.innoglyphe.com/