AI Game Programming Wisdom 2 Companion CDROM
- Type:
- Other > E-books
- Files:
- 1
- Size:
- 209.35 MB
- Texted language(s):
- English
- Tag(s):
- game programming
- Quality:
- +0 / -0 (0)
- Uploaded:
- Sep 14, 2008
- By:
- Sarre
The companion CDROM for the book AI Game Programming Wisdom 2 (ISBN 1584502894) http://www.amazon.com/exec/obidos/ASIN/1584502894 Note: It's the CDROM only, not an OCR of the book itself. Nothing has been stripped. Contains accompanying code, examples, demos and/or videos for the following articles: SECTION 1 - GENERAL WISDOM 1.6 The Statistics of Random Numbers 1.7 Filtered Randomness for AI Decisions and Game Logic SECTION 2 - PATHFINDING AND MOVEMENT 2.2 Inexpensive Precomputed Pathfinding Using a Navigation Set Hierarchy 2.3 Path Look-Up Tables�Small Is Beautiful 2.5 Jumping, Climbing, and Tactical Reasoning: How to Get More Out of a Navigation System 2.7 Avoiding Dynamic Obstacles and Hazards 2.8 Intelligent Steering Using PID Controllers SECTION 3 - GROUP MOVEMENT, TACTICS, AND PLANNING 3.2 Simple Techniques for Coordinated Behavior 3.3 Team Member AI in an FPS 3.4 Applying Goal-Oriented Action Planning to Games 3.6 Goal-Directed Behavior Using Composite Tasks SECTION 4 - AI ANIMATION CONTROL 4.1 Simplified Animation Selection 4.3 Intelligent Movement Animation for NPCs SECTION 5 - STATE MACHINES 5.1 The Ultimate Guide to FSMs in Games 5.3 Implementing a Data-Driven Finite-State Machine 5.4 Finite-State Machine Scripting Language for Designers SECTION 6 - ARCHITECTURE 6.1 A Subsumption Architecture for Character-Based Games 6.2 An Architecture for A-Life 6.3 A Flexible Tagging System for AI Resource Selection 6.4 Motivational Graphs: A New Architecture for Complex Behavior Simulation SECTION 7 - FPS, RTS, AND STRATEGY AI 7.2 Performing Qualitative Terrain Analysis in Master of Orion 3 7.6 Wall Building for RTS Games 7.7 Strategic Decision-Making with Neural Networks and Influence Maps 7.9 Designing a Multi-Tiered AI Framework SECTION 8 - RACING AND SPORTS AI 8.2 Fast and Efficient Approximation of Racing Lines 8.5 Building a Sports AI Architecture SECTION 9 - SCRIPTING 9.1 Optimized Script Execution 9.2 Advanced Script Debugging 9.3 Adding Error Reporting to Scripting Languages 9.4 Empowering Designers: Defining Fuzzy Logic Behavior through Excel-Based Spreadsheets 9.5 A Modular Camera Architecture for Intelligent Control SECTION 10 - LEARNING 10.1 Player Modeling for Adaptive Games 10.2 Constructing a Decision Tree Based on Past Experience 10.4 Using Reinforcement Learning to Solve AI Control Problems SECTION 11 - GENETIC ALGORITHMS AND NEURAL NETWORKS 11.1 How to Build Neural Networks for Games 11.2 How to Build Evolutionary Algorithms for Games 11.3 Adaptive AI: A Practical Example 11.4 Building Better Genetic Algorithms 11.5 Advanced Genetic Programming: New Lessons from Biology SECTION 12 - SPEECH RECOGNITION AND DIALOGUE 12.1 SAPI: An Introduction to Speech Recognition 12.2 SAPI: Extending the Basics