Programming game AI by example:
Gespeichert in:
1. Verfasser: | |
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Format: | Buch |
Sprache: | English |
Veröffentlicht: |
Plano, Texas
Wordware Publ.
2005
|
Schlagworte: | |
Online-Zugang: | Table of contents Inhaltsverzeichnis |
Beschreibung: | Includes bibliographical references (p. 477-478) and index |
Beschreibung: | XXI, 495 S. zahlr. graph. Darst. u. Ill. 23 cm |
ISBN: | 9781556220784 1556220782 |
Internformat
MARC
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100 | 1 | |a Buckland, Mat |e Verfasser |4 aut | |
245 | 1 | 0 | |a Programming game AI by example |c Mat Buckland |
264 | 1 | |a Plano, Texas |b Wordware Publ. |c 2005 | |
300 | |a XXI, 495 S. |b zahlr. graph. Darst. u. Ill. |c 23 cm | ||
336 | |b txt |2 rdacontent | ||
337 | |b n |2 rdamedia | ||
338 | |b nc |2 rdacarrier | ||
500 | |a Includes bibliographical references (p. 477-478) and index | ||
650 | 4 | |a Computer games |x Design | |
650 | 4 | |a Computer games |x Programming | |
650 | 4 | |a Computer graphics | |
650 | 0 | 7 | |a Computerspiel |0 (DE-588)4010457-6 |2 gnd |9 rswk-swf |
650 | 0 | 7 | |a Künstliche Intelligenz |0 (DE-588)4033447-8 |2 gnd |9 rswk-swf |
650 | 0 | 7 | |a Programmierung |0 (DE-588)4076370-5 |2 gnd |9 rswk-swf |
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689 | 0 | 1 | |a Programmierung |0 (DE-588)4076370-5 |D s |
689 | 0 | 2 | |a Künstliche Intelligenz |0 (DE-588)4033447-8 |D s |
689 | 0 | |5 DE-604 | |
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999 | |a oai:aleph.bib-bvb.de:BVB01-014731821 |
Datensatz im Suchindex
_version_ | 1804135253677178880 |
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adam_text | PROGRAMMING GAME AL BY EXAMPLE MAT BUCKLAND WORDWARE PUBLISHING, INC.
CONTENTS FOREWORD XIII ACKNOWLEDGMENTS XVII INTRODUCTION XIX CHAPTER 7 A
MATH AND PHYSICS PRIMER 1 MATHEMATICS 1 CARTESIAN COORDINATES 1
FUNCTIONS AND EQUATIONS 3 EXPONENTS AND POWERS 5 ROOTS OF NUMBERS
(RADICALS) 6 SIMPLIFYING EQUATIONS 7 TRIGONOMETRY 10 RAYS AND LINE
SEGMENTS 10 ANGLES 11 TRIANGLES 12 VECTORS 18 ADDING AND SUBTRACTING
VECTORS 19 MULTIPLYING VECTORS 20 CALCULATING THE MAGNITUDE OF A VECTOR
20 NORMALIZING VECTORS 21 RESOLVING VECTORS 22 THE DOT PRODUCT 23 A
PRACTICAL EXAMPLE OF VECTOR MATHEMATICS 24 THE VECTOR2D STRUCT 25 LOCAL
SPACE AND WORLD SPACE 26 PHYSICS 28 TIME 28 DISTANCE 29 MASS 29 POSITION
30 VELOCITY 30 ACCELERATION 32 FORCE 38 SUMMING UP 40 CHAPTER 2
STATE-DRIVEN AGENT DESIGN 43 WHAT EXACTLY IS A FINITE STATE MACHINE? 44
IMPLEMENTING A FINITE STATE MACHINE 45 STATE TRANSITION TABLES 47
EMBEDDED RULES 48 THE WEST WORLD PROJECT 50 V VI J CONTENTS THE
BASEGAMEENTITY CLASS 52 THE MINER CLASS 53 THE MINER STATES 54 THE STATE
DESIGN PATTERN REVISITED 55 THE ENTERMINEANDDIGFORNUGGET STATE 60 MAKING
THE STATE BASE CLASS REUSABLE 62 GLOBAL STATES AND STATE BLIPS 63
CREATING A STATE MACHINE CLASS 64 INTRODUCING ELSA 67 ADDING MESSAGING
CAPABILITIES TO YOUR FSM 69 THE TELEGRAM STRUCTURE 70 MINER BOB AND ELSA
COMMUNICATE 71 MESSAGE DISPATCH AND MANAGEMENT 71 THE MESSAGEDISPATCHER
CLASS 73 MESSAGE HANDLING 75 ELSA COOKS DINNER 78 STEP ONE 78 STEP TWO
79 STEP THREE 80 STEP FOUR 80 STEP FIVE 81 SUMMING UP 82 CHAPTER 3 HOW
TO CREATE AUTONOMOUSLY MOVING GAME AGENTS 85 WHAT IS AN AUTONOMOUS
AGENT? 85 THE VEHICLE MODEL 87 UPDATING THE VEHICLE PHYSICS 89 THE
STEERING BEHAVIORS 91 SEEK 91 FLEE 92 ARRIVE 93 PURSUIT 94 EVADE 96
WANDER 96 OBSTACLE AVOIDANCE 99 FINDING THE CLOSEST INTERSECTION POINT
100 CALCULATING THE STEERING FORCE 103 WALL AVOIDANCE 104 INTERPOSE 106
HIDE 107 PATH FOLLOWING 110 OFFSETPURSUIT ILL GROUP BEHAVIORS 113
SEPARATION 115 ALIGNMENT 116 COHESION 117 FLOCKING 118 COMBINING
STEERING BEHAVIORS 119 WEIGHTED TRUNCATED SUM 120 WEIGHTED TRUNCATED
RUNNING SUM WITH PRIORITIZATION 121 CONTENTS J VUE PRIORITIZED DITHERING
123 ENSURING ZERO OVERLAP 124 COPING WITH LOTS OF VEHICLES: SPATIAL
PARTITIONING 126 SMOOTHING 130 CHAPTER 4 SPORTS SIMULATION * SIMPLE
SOCCER 133 THE SIMPLE SOCCER ENVIRONMENT AND RULES 134 THE SOCCER PITCH
135 THE GOALS 138 THE SOCCER BALL 138 SOCCERBALL::FUTUREPOSITION 141
SOCCERBALL::TIMETOCOVERDISTANCE 142 DESIGNING THE AI 144 THE SOCCERTEAM
CLASS 145 THE RECEIVING PLAYER 146 THE CLOSEST PLAYER TO THE BALL 146
THE CONTROLLING PLAYER 146 THE SUPPORTING PLAYER 146 SOCCERTEAM STATES
152 FIELD PLAYERS 155 FIELD PLAYER MOTION 155 FIELD PLAYER STATES 156
GOALKEEPERS 170 GOALKEEPER MOTION 170 GOALKEEPER STATES 171 KEY METHODS
USED BY THE AI 176 SOCCERTEAM: :ISPASSSAFEFROMA110PPONENTS 177
SOCCERTEAM: :CANSHOOT 182 SOCCERTEAM: :FINDPASS 184 SOCCERTEAM:
:GETBESTPASSTORECEIVER 185 MAKING ESTIMATES AND ASSUMPTIONS WORK FOR YOU
189 SUMMING UP 189 CHAPTER 5 THE SECRET LIFE OF GRAPHS 193 GRAPHS 193 A
MORE FORMAL DESCRIPTION 195 TREES 196 GRAPH DENSITY 196 DIGRAPHS 196
GRAPHS IN GAME AI 197 NAVIGATION GRAPHS 198 DEPENDENCY GRAPHS 199 STATE
GRAPHS 201 IMPLEMENTING A GRAPH CLASS 203 THE GRAPHNODE CLASS 204 THE
GRAPHEDGE CLASS 205 THE SPARSEGRAPH CLASS 207 GRAPH SEARCH ALGORITHMS
209 UNINFORMED GRAPH SEARCHES 210 DEPTH FIRST SEARCH 210 VIUE I CONTENTS
BREADTH FIRST SEARCH 224 COST-BASED GRAPH SEARCHES 231 EDGE RELAXATION
231 SHORTEST PATH TREES 233 DIJKSTRA S ALGORITHM 233 DIJKSTRA WITH A
TWIST: A* 241 SUMMING UP 247 CHAPTER 6 TO SCRIPT, OR NOT TO SCRIPT, THAT
IS THE QUESTION 249 JUST WHAT IS A SCRIPTING LANGUAGE? 249 WHAT A
SCRIPTING LANGUAGE CAN DO FOR YOU 251 DIALOGUE FLOW 253 STAGE DIRECTION
254 AI LOGIC 255 SCRIPTING IN LUA 255 SETTING UP YOUR COMPILER TO WORK
WITH LUA 256 GETTING STARTED 256 LUA VARIABLES 258 LUA TYPES 260 LOGICAL
OPERATORS 263 CONDITIONAL STRUCTURES 264 ROCK-PAPER-SCISSORS IN LUA 265
INTERFACING WITH C/C++ 268 ACCESSING LUA GLOBAL VARIABLES FROM WITHIN
YOUR C++ PROGRAM 269 ACCESSING A LUA TABLE FROM WITHIN YOUR C++ PROGRAM
271 ACCESSING A LUA FUNCTION FROM WITHIN C++ 273 EXPOSING A C/C++
FUNCTION TO LUA 274 EXPOSING A C/C++ CLASS TO LUA 276 LUABIND TO THE
RESCUE! 276 SETTING UP LUABIND 276 SCOPES 277 EXPOSING C/C++ FUNCTIONS
USING LUABIND 278 EXPOSING C/C++ CLASSES USING LUABIND 279 CREATING
CLASSES IN LUA USING LUABIND 281 LUABIND: :OBJECT 282 CREATING A
SCRIPTED FINITE STATE MACHINE 285 HOW IT WORKS 285 THE STATES 289 GOHOME
290 SLEEP 290 GOTOMINE 291 USEFUL URLS 292 IT DOESN T ALL SMELL OF ROSES
292 SUMMING UP 293 CHAPTER 7 RAVEN: AN OVERVIEW 295 THE GAME 295
OVERVIEW OF THE GAME ARCHITECTURE 296 THE RAVENGAME CLASS 297 THE RAVEN
MAP 299 CONTENTS J IX RAVEN WEAPONS 301 PROJECTILES 302 TRIGGERS 303
TRIGGERREGION 304 TRIGGER 305 RESPAWNING TRIGGERS 307 GIVER-TRIGGERS 308
LIMITED LIFETIME TRIGGERS 309 SOUND NOTIFICATION TRIGGERS 310 MANAGING
TRIGGERS: THE TRIGGERSYSTEM CLASS 311 AI DESIGN CONSIDERATIONS 313 AI
IMPLEMENTATION 315 DECISION MAKING 315 MOVEMENT 315 PATH PLANNING 315
PERCEPTION 316 TARGET SELECTION 321 WEAPON HANDLING 323 PUTTING IT ALL
TOGETHER 327 UPDATING THE AI COMPONENTS 328 SUMMING UP 331 CHAPTER 8
PRACTICAL PATH PLANNING 333 NAVIGATION GRAPH CONSTRUCTION 333 TILE BASED
333 POINTS OF VISIBILITY 334 EXPANDED GEOMETRY 335 NAVMESH 335 THE RAVEN
NAVIGATION GRAPH 336 COARSELY GRANULATED GRAPHS 336 FINELY GRAINED
GRAPHS 339 ADDING ITEMS TO THE RAVEN NAVIGATION GRAPH 341 USING SPATIAL
PARTITIONING TO SPEED UP PROXIMITY QUERIES 342 CREATING A PATH PLANNER
CLASS 342 PLANNING A PATH TO A POSITION 344 PLANNING A PATH TO AN ITEM
TYPE 346 PATHS AS NODES OR PATHS AS EDGES? 348 AN ANNOTATED EDGE CLASS
EXAMPLE 350 MODIFYING THE PATH PLANNER CLASS TO ACCOMMODATE ANNOTATED
EDGES 350 PATH SMOOTHING 353 PATH SMOOTHING ROUGH BUT QUICK 354 PATH
SMOOTHING PRECISE BUT SLOW 358 METHODS FOR REDUCING CPU OVERHEAD 359
PRECALCULATED PATHS 359 PRECALCULATED COSTS 361 TIME-SLICED PATH
PLANNING 363 HIERARCHICAL PATHFINDING 372 GETTING OUT OF STICKY
SITUATIONS 374 SUMMING UP 376 X I CONTENTS CHAPTER 9 GOAL-DRIVEN AGENT
BEHAVIOR 379 THE RETURN OF ERIC THE BRAVE 380 IMPLEMENTATION 382
GOAL_COMPOSITE::PROCESSSUBGOALS 385 GOAL_COMPOSITE::REMOVEALLSUBGOALS
386 EXAMPLES OF GOALS USED BY RAVEN BOTS 387 GOAL_WANDER 387
GOALJTRAVERSEEDGE 388 GOAL_FOLLOWPATH 391 GOALJVIOVETOPOSITION 393
GOAL_ATTACKTARGET 395 GOAL ARBITRATION 398 CALCULATING THE DESIRABILITY
OF LOCATING A HEALTH ITEM 400 CALCULATING THE DESIRABILITY OF LOCATING A
SPECIFIC WEAPON 401 CALCULATING THE DESIRABILITY OF ATTACKING THE TARGET
403 CALCULATING THE DESIRABILITY OF EXPLORING THE MAP 403 PUTTING IT ALL
TOGETHER 404 SPIN-OFFS 405 PERSONALITIES 405 STATE MEMORY 406 EXAMPLE
ONE * AUTOMATIC RESUMING OF INTERRAPTED ACTIVITIES 407 EXAMPLE TWO *
NEGOTIATING SPECIAL PATH OBSTACLES 408 COMMAND QUEUING 410 USING THE
QUEUE TO SCRIPT BEHAVIOR 412 SUMMING UP 414 CHAPTER JO FUZZY LOGIC 415
CRISP SETS 417 SET OPERATORS 418 FUZZY SETS 419 DEFINING FUZZY
BOUNDARIES WITH MEMBERSHIP FUNCTIONS 419 FUZZY SET OPERATORS 421 HEDGES
423 FUZZY LINGUISTIC VARIABLES 423 FUZZY RULES 424 DESIGNING FLVS FOR
WEAPON SELECTION 425 DESIGNING THE DESIRABILITY FLV 426 DESIGNING THE
DISTANCE TO TARGET FLV 427 DESIGNING THE AMMO STATUS FLV 428 DESIGNING
THE RULE SET FOR WEAPON SELECTION 428 FUZZY INFERENCE 429 RULE ONE 429
RULE TWO 430 RULE THREE 430 DENAZIFICATION 433 FROM THEORY TO
APPLICATION: CODING A FUZZY LOGIC MODULE 437 THE FUZZYMODULE CLASS 437
THE FUZZYSET BASE CLASS 439 THE TRIANGULAR FUZZY SET CLASS 440 THE RIGHT
SHOULDER FUZZY SET CLASS 441 CONTENTS I XI CREATING A FUZZY LINGUISTIC
VARIABLE CLASS 443 DESIGNING CLASSES FOR BUILDING FUZZY RULES 445 HOW
RAVEN USES THE FUZZY LOGIC CLASSES 451 THE COMBS METHOD 452 FUZZY
INFERENCE AND THE COMBS METHOD 454 IMPLEMENTATION 455 SUMMING UP 455
LAST WORDS 457 APPENDIX A C+ + TEMPLATES 459 APPENDIX * UML CLASS
DIAGRAMS 465 APPENDIX * SETTING UP YOUR DEVELOPMENT ENVIRONMENT 475
REFERENCES 477 BUGS AND ERRATA 479 INDEX 481
|
adam_txt |
PROGRAMMING GAME AL BY EXAMPLE MAT BUCKLAND WORDWARE PUBLISHING, INC.
CONTENTS FOREWORD XIII ACKNOWLEDGMENTS XVII INTRODUCTION XIX CHAPTER 7 A
MATH AND PHYSICS PRIMER 1 MATHEMATICS 1 CARTESIAN COORDINATES 1
FUNCTIONS AND EQUATIONS 3 EXPONENTS AND POWERS 5 ROOTS OF NUMBERS
(RADICALS) 6 SIMPLIFYING EQUATIONS 7 TRIGONOMETRY 10 RAYS AND LINE
SEGMENTS 10 ANGLES 11 TRIANGLES 12 VECTORS 18 ADDING AND SUBTRACTING
VECTORS 19 MULTIPLYING VECTORS 20 CALCULATING THE MAGNITUDE OF A VECTOR
20 NORMALIZING VECTORS 21 RESOLVING VECTORS 22 THE DOT PRODUCT 23 A
PRACTICAL EXAMPLE OF VECTOR MATHEMATICS 24 THE VECTOR2D STRUCT 25 LOCAL
SPACE AND WORLD SPACE 26 PHYSICS 28 TIME 28 DISTANCE 29 MASS 29 POSITION
30 VELOCITY 30 ACCELERATION 32 FORCE 38 SUMMING UP 40 CHAPTER 2
STATE-DRIVEN AGENT DESIGN 43 WHAT EXACTLY IS A FINITE STATE MACHINE? 44
IMPLEMENTING A FINITE STATE MACHINE 45 STATE TRANSITION TABLES 47
EMBEDDED RULES 48 THE WEST WORLD PROJECT 50 V VI J CONTENTS THE
BASEGAMEENTITY CLASS 52 THE MINER CLASS 53 THE MINER STATES 54 THE STATE
DESIGN PATTERN REVISITED 55 THE ENTERMINEANDDIGFORNUGGET STATE 60 MAKING
THE STATE BASE CLASS REUSABLE 62 GLOBAL STATES AND STATE BLIPS 63
CREATING A STATE MACHINE CLASS 64 INTRODUCING ELSA 67 ADDING MESSAGING
CAPABILITIES TO YOUR FSM 69 THE TELEGRAM STRUCTURE 70 MINER BOB AND ELSA
COMMUNICATE 71 MESSAGE DISPATCH AND MANAGEMENT 71 THE MESSAGEDISPATCHER
CLASS 73 MESSAGE HANDLING 75 ELSA COOKS DINNER 78 STEP ONE 78 STEP TWO
79 STEP THREE 80 STEP FOUR 80 STEP FIVE 81 SUMMING UP 82 CHAPTER 3 HOW
TO CREATE AUTONOMOUSLY MOVING GAME AGENTS 85 WHAT IS AN AUTONOMOUS
AGENT? 85 THE VEHICLE MODEL 87 UPDATING THE VEHICLE PHYSICS 89 THE
STEERING BEHAVIORS 91 SEEK 91 FLEE 92 ARRIVE 93 PURSUIT 94 EVADE 96
WANDER 96 OBSTACLE AVOIDANCE 99 FINDING THE CLOSEST INTERSECTION POINT
100 CALCULATING THE STEERING FORCE 103 WALL AVOIDANCE 104 INTERPOSE 106
HIDE 107 PATH FOLLOWING 110 OFFSETPURSUIT ILL GROUP BEHAVIORS 113
SEPARATION 115 ALIGNMENT 116 COHESION 117 FLOCKING 118 COMBINING
STEERING BEHAVIORS 119 WEIGHTED TRUNCATED SUM 120 WEIGHTED TRUNCATED
RUNNING SUM WITH PRIORITIZATION 121 CONTENTS J VUE PRIORITIZED DITHERING
123 ENSURING ZERO OVERLAP 124 COPING WITH LOTS OF VEHICLES: SPATIAL
PARTITIONING 126 SMOOTHING 130 CHAPTER 4 SPORTS SIMULATION * SIMPLE
SOCCER 133 THE SIMPLE SOCCER ENVIRONMENT AND RULES 134 THE SOCCER PITCH
135 THE GOALS 138 THE SOCCER BALL 138 SOCCERBALL::FUTUREPOSITION 141
SOCCERBALL::TIMETOCOVERDISTANCE 142 DESIGNING THE AI 144 THE SOCCERTEAM
CLASS 145 THE RECEIVING PLAYER 146 THE CLOSEST PLAYER TO THE BALL 146
THE CONTROLLING PLAYER 146 THE SUPPORTING PLAYER 146 SOCCERTEAM STATES
152 FIELD PLAYERS 155 FIELD PLAYER MOTION 155 FIELD PLAYER STATES 156
GOALKEEPERS 170 GOALKEEPER MOTION 170 GOALKEEPER STATES 171 KEY METHODS
USED BY THE AI 176 SOCCERTEAM: :ISPASSSAFEFROMA110PPONENTS 177
SOCCERTEAM: :CANSHOOT 182 SOCCERTEAM: :FINDPASS 184 SOCCERTEAM:
:GETBESTPASSTORECEIVER 185 MAKING ESTIMATES AND ASSUMPTIONS WORK FOR YOU
189 SUMMING UP 189 CHAPTER 5 THE SECRET LIFE OF GRAPHS 193 GRAPHS 193 A
MORE FORMAL DESCRIPTION 195 TREES 196 GRAPH DENSITY 196 DIGRAPHS 196
GRAPHS IN GAME AI 197 NAVIGATION GRAPHS 198 DEPENDENCY GRAPHS 199 STATE
GRAPHS 201 IMPLEMENTING A GRAPH CLASS 203 THE GRAPHNODE CLASS 204 THE
GRAPHEDGE CLASS 205 THE SPARSEGRAPH CLASS 207 GRAPH SEARCH ALGORITHMS
209 UNINFORMED GRAPH SEARCHES 210 DEPTH FIRST SEARCH 210 VIUE I CONTENTS
BREADTH FIRST SEARCH 224 COST-BASED GRAPH SEARCHES 231 EDGE RELAXATION
231 SHORTEST PATH TREES 233 DIJKSTRA'S ALGORITHM 233 DIJKSTRA WITH A
TWIST: A* 241 SUMMING UP 247 CHAPTER 6 TO SCRIPT, OR NOT TO SCRIPT, THAT
IS THE QUESTION 249 JUST WHAT IS A SCRIPTING LANGUAGE? 249 WHAT A
SCRIPTING LANGUAGE CAN DO FOR YOU 251 DIALOGUE FLOW 253 STAGE DIRECTION
254 AI LOGIC 255 SCRIPTING IN LUA 255 SETTING UP YOUR COMPILER TO WORK
WITH LUA 256 GETTING STARTED 256 LUA VARIABLES 258 LUA TYPES 260 LOGICAL
OPERATORS 263 CONDITIONAL STRUCTURES 264 ROCK-PAPER-SCISSORS IN LUA 265
INTERFACING WITH C/C++ 268 ACCESSING LUA GLOBAL VARIABLES FROM WITHIN
YOUR C++ PROGRAM 269 ACCESSING A LUA TABLE FROM WITHIN YOUR C++ PROGRAM
271 ACCESSING A LUA FUNCTION FROM WITHIN C++ 273 EXPOSING A C/C++
FUNCTION TO LUA 274 EXPOSING A C/C++ CLASS TO LUA 276 LUABIND TO THE
RESCUE! 276 SETTING UP LUABIND 276 SCOPES 277 EXPOSING C/C++ FUNCTIONS
USING LUABIND 278 EXPOSING C/C++ CLASSES USING LUABIND 279 CREATING
CLASSES IN LUA USING LUABIND 281 LUABIND: :OBJECT 282 CREATING A
SCRIPTED FINITE STATE MACHINE 285 HOW IT WORKS 285 THE STATES 289 GOHOME
290 SLEEP 290 GOTOMINE 291 USEFUL URLS 292 IT DOESN'T ALL SMELL OF ROSES
292 SUMMING UP 293 CHAPTER 7 RAVEN: AN OVERVIEW 295 THE GAME 295
OVERVIEW OF THE GAME ARCHITECTURE 296 THE RAVENGAME CLASS 297 THE RAVEN
MAP 299 CONTENTS J IX RAVEN WEAPONS 301 PROJECTILES 302 TRIGGERS 303
TRIGGERREGION 304 TRIGGER 305 RESPAWNING TRIGGERS 307 GIVER-TRIGGERS 308
LIMITED LIFETIME TRIGGERS 309 SOUND NOTIFICATION TRIGGERS 310 MANAGING
TRIGGERS: THE TRIGGERSYSTEM CLASS 311 AI DESIGN CONSIDERATIONS 313 AI
IMPLEMENTATION 315 DECISION MAKING 315 MOVEMENT 315 PATH PLANNING 315
PERCEPTION 316 TARGET SELECTION 321 WEAPON HANDLING 323 PUTTING IT ALL
TOGETHER 327 UPDATING THE AI COMPONENTS 328 SUMMING UP 331 CHAPTER 8
PRACTICAL PATH PLANNING 333 NAVIGATION GRAPH CONSTRUCTION 333 TILE BASED
333 POINTS OF VISIBILITY 334 EXPANDED GEOMETRY 335 NAVMESH 335 THE RAVEN
NAVIGATION GRAPH 336 COARSELY GRANULATED GRAPHS 336 FINELY GRAINED
GRAPHS 339 ADDING ITEMS TO THE RAVEN NAVIGATION GRAPH 341 USING SPATIAL
PARTITIONING TO SPEED UP PROXIMITY QUERIES 342 CREATING A PATH PLANNER
CLASS 342 PLANNING A PATH TO A POSITION 344 PLANNING A PATH TO AN ITEM
TYPE 346 PATHS AS NODES OR PATHS AS EDGES? 348 AN ANNOTATED EDGE CLASS
EXAMPLE 350 MODIFYING THE PATH PLANNER CLASS TO ACCOMMODATE ANNOTATED
EDGES 350 PATH SMOOTHING 353 PATH SMOOTHING ROUGH BUT QUICK 354 PATH
SMOOTHING PRECISE BUT SLOW 358 METHODS FOR REDUCING CPU OVERHEAD 359
PRECALCULATED PATHS 359 PRECALCULATED COSTS 361 TIME-SLICED PATH
PLANNING 363 HIERARCHICAL PATHFINDING 372 GETTING OUT OF STICKY
SITUATIONS 374 SUMMING UP 376 X I CONTENTS CHAPTER 9 GOAL-DRIVEN AGENT
BEHAVIOR 379 THE RETURN OF ERIC THE BRAVE 380 IMPLEMENTATION 382
GOAL_COMPOSITE::PROCESSSUBGOALS 385 GOAL_COMPOSITE::REMOVEALLSUBGOALS
386 EXAMPLES OF GOALS USED BY RAVEN BOTS 387 GOAL_WANDER 387
GOALJTRAVERSEEDGE 388 GOAL_FOLLOWPATH 391 GOALJVIOVETOPOSITION 393
GOAL_ATTACKTARGET 395 GOAL ARBITRATION 398 CALCULATING THE DESIRABILITY
OF LOCATING A HEALTH ITEM 400 CALCULATING THE DESIRABILITY OF LOCATING A
SPECIFIC WEAPON 401 CALCULATING THE DESIRABILITY OF ATTACKING THE TARGET
403 CALCULATING THE DESIRABILITY OF EXPLORING THE MAP 403 PUTTING IT ALL
TOGETHER 404 SPIN-OFFS 405 PERSONALITIES 405 STATE MEMORY 406 EXAMPLE
ONE * AUTOMATIC RESUMING OF INTERRAPTED ACTIVITIES 407 EXAMPLE TWO *
NEGOTIATING SPECIAL PATH OBSTACLES 408 COMMAND QUEUING 410 USING THE
QUEUE TO SCRIPT BEHAVIOR 412 SUMMING UP 414 CHAPTER JO FUZZY LOGIC 415
CRISP SETS 417 SET OPERATORS 418 FUZZY SETS 419 DEFINING FUZZY
BOUNDARIES WITH MEMBERSHIP FUNCTIONS 419 FUZZY SET OPERATORS 421 HEDGES
423 FUZZY LINGUISTIC VARIABLES 423 FUZZY RULES 424 DESIGNING FLVS FOR
WEAPON SELECTION 425 DESIGNING THE DESIRABILITY FLV 426 DESIGNING THE
DISTANCE TO TARGET FLV 427 DESIGNING THE AMMO STATUS FLV 428 DESIGNING
THE RULE SET FOR WEAPON SELECTION 428 FUZZY INFERENCE 429 RULE ONE 429
RULE TWO 430 RULE THREE 430 DENAZIFICATION 433 FROM THEORY TO
APPLICATION: CODING A FUZZY LOGIC MODULE 437 THE FUZZYMODULE CLASS 437
THE FUZZYSET BASE CLASS 439 THE TRIANGULAR FUZZY SET CLASS 440 THE RIGHT
SHOULDER FUZZY SET CLASS 441 CONTENTS I XI CREATING A FUZZY LINGUISTIC
VARIABLE CLASS 443 DESIGNING CLASSES FOR BUILDING FUZZY RULES 445 HOW
RAVEN USES THE FUZZY LOGIC CLASSES 451 THE COMBS METHOD 452 FUZZY
INFERENCE AND THE COMBS METHOD 454 IMPLEMENTATION 455 SUMMING UP 455
LAST WORDS 457 APPENDIX A C+ + TEMPLATES 459 APPENDIX * UML CLASS
DIAGRAMS 465 APPENDIX * SETTING UP YOUR DEVELOPMENT ENVIRONMENT 475
REFERENCES 477 BUGS AND ERRATA 479 INDEX 481 |
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author | Buckland, Mat |
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author_sort | Buckland, Mat |
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dewey-search | 794.8/1526 |
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discipline_str_mv | Sport Informatik |
format | Book |
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id | DE-604.BV021515251 |
illustrated | Illustrated |
index_date | 2024-07-02T14:20:26Z |
indexdate | 2024-07-09T20:37:34Z |
institution | BVB |
isbn | 9781556220784 1556220782 |
language | English |
lccn | 2004015103 |
oai_aleph_id | oai:aleph.bib-bvb.de:BVB01-014731821 |
oclc_num | 55797936 |
open_access_boolean | |
owner | DE-898 DE-BY-UBR DE-M347 DE-706 DE-523 DE-91G DE-BY-TUM DE-B768 |
owner_facet | DE-898 DE-BY-UBR DE-M347 DE-706 DE-523 DE-91G DE-BY-TUM DE-B768 |
physical | XXI, 495 S. zahlr. graph. Darst. u. Ill. 23 cm |
publishDate | 2005 |
publishDateSearch | 2005 |
publishDateSort | 2005 |
publisher | Wordware Publ. |
record_format | marc |
spelling | Buckland, Mat Verfasser aut Programming game AI by example Mat Buckland Plano, Texas Wordware Publ. 2005 XXI, 495 S. zahlr. graph. Darst. u. Ill. 23 cm txt rdacontent n rdamedia nc rdacarrier Includes bibliographical references (p. 477-478) and index Computer games Design Computer games Programming Computer graphics Computerspiel (DE-588)4010457-6 gnd rswk-swf Künstliche Intelligenz (DE-588)4033447-8 gnd rswk-swf Programmierung (DE-588)4076370-5 gnd rswk-swf Computerspiel (DE-588)4010457-6 s Programmierung (DE-588)4076370-5 s Künstliche Intelligenz (DE-588)4033447-8 s DE-604 http://www.loc.gov/catdir/toc/ecip0419/2004015103.html Table of contents GBV Datenaustausch application/pdf http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=014731821&sequence=000001&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA Inhaltsverzeichnis |
spellingShingle | Buckland, Mat Programming game AI by example Computer games Design Computer games Programming Computer graphics Computerspiel (DE-588)4010457-6 gnd Künstliche Intelligenz (DE-588)4033447-8 gnd Programmierung (DE-588)4076370-5 gnd |
subject_GND | (DE-588)4010457-6 (DE-588)4033447-8 (DE-588)4076370-5 |
title | Programming game AI by example |
title_auth | Programming game AI by example |
title_exact_search | Programming game AI by example |
title_exact_search_txtP | Programming game AI by example |
title_full | Programming game AI by example Mat Buckland |
title_fullStr | Programming game AI by example Mat Buckland |
title_full_unstemmed | Programming game AI by example Mat Buckland |
title_short | Programming game AI by example |
title_sort | programming game ai by example |
topic | Computer games Design Computer games Programming Computer graphics Computerspiel (DE-588)4010457-6 gnd Künstliche Intelligenz (DE-588)4033447-8 gnd Programmierung (DE-588)4076370-5 gnd |
topic_facet | Computer games Design Computer games Programming Computer graphics Computerspiel Künstliche Intelligenz Programmierung |
url | http://www.loc.gov/catdir/toc/ecip0419/2004015103.html http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=014731821&sequence=000001&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA |
work_keys_str_mv | AT bucklandmat programminggameaibyexample |