更新时间:2021-07-02 20:43:35
coverpage
Title Page
Credits
About the Author
About the Reviewer
www.PacktPub.com
Why subscribe?
Customer Feedback
Preface
What this book covers
What you need for this book
Who this book is for
Conventions
Reader feedback
Customer support
Downloading the example code
Downloading the color images of this book
Errata
Piracy
Questions
Different Problems Require Different Solutions
A brief history of and solutions to game AI
Enemy AI in video games
From simple to smart and human-like AI
Visual and audio awareness
Summary
Possibility and Probability Maps
Game states
Possibility maps
How to use possibility maps
Preparing a possibility map (FPS)
Creating a possibility map (FPS)
Defining the states
DEFENSIVE state
AGGRESSIVE state
Possibility map conclusion
Probability maps
How to use probability maps
Where to go from here
Production System
Automated finite-state machines (AFSMs)
Calculating chances
Utility-based functions
Dynamic game AI balancing
Environment and AI
Visual interactions
Basic environment interactions
Moving environment objects
Obstructive environment objects
Breaking down the environment by area
Advanced environment interactions
Adapting to unstable terrain
Using raycast to evaluate decisions
Animation Behaviors
2D animation versus 3D animation
2D animation - sprites
3D animation - bone structure
The main differences
Animation state machines
Smooth transitions
Navigation Behavior and Pathfinding
Navigation behavior
Choosing a new direction
Avoid walking against walls
Choosing an alternative path
Point to point movement
Tower defense genre
Racing genre
MOBA genre
Point to point movement and avoiding dynamic objects
Advanced Pathfinding
Simple versus advanced pathfinding
A* search algorithm
How it works
Disadvantages of using A*
Going directly from A to B
From point A to B with obstacles in the way
Generating grid nodes
Pathfinding implementation
Crowd Interactions
What is crowd interaction
Video games and crowd interactions
Assassin's Creed
Grand Theft Auto (GTA)
The Sims
FIFA/Pro evolution soccer
Planning crowd interactions
Group fight
Communication (attention zones)
Communication (talking to other AI characters)
Team sports
Crowd collision avoidance
AI Planning and Collision Avoidance