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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