AI Game Programming Wisdom 3 (Game Development Series)
Preface Acknowledgments About the Cover Image Contributor Bios SECTION 1 GENERAL WISDOM 1.1 Custom Tool Design for Game AI; 1.2 Using STL and Patterns for Game AI; 1.3 Declarative AI Design for Games-Considerations for MMOGs; 1.4 Designing for Emergence; 1.5 Fun Game AI Design for Beginners; 1.6 Strategies for Multiprocessor AI; 1.7 Academic AI Research and Relations with the Game Industry; 1.8 Writing AI as Sport SECTION 2 PATHFINDING 2.1 Cooperative Pathfinding; 2.2 Improving on Near-Optimality: More Techniques for Building Navigation Meshes; 2.3 Smoothing a Navigation Mesh Path; 2.4 Preprocessed Pathfinding Using the GPU SECTION 3 MOVEMENT 3.1 Flow Fields for Movement and Obstacle Avoidance; 3.2 Autonomous Camera Control with Constraint Satisfaction Methods; 3.3 Insect AI 2: Implementation Strategies; 3.4 Intelligent Steering Using Adaptive PID Controllers; 3.5 Fast, Neat, and Under Control: Arbitrating Between Steering Behaviors; 3.6 Real-Time Crowd Simulation Using AI.implant; SECTION 4 ARCHITECTURE 4.1 Flexible Object-Composition Architecture; 4.2 A Goal-Based, Multitasking Agent Architecture; 4.3 Orwellian State Machines; 4.4 A Flexible AI System through Behavior Compositing; 4.5 Goal Trees; 4.6 A Unified Architecture for Goal Planning and Navigation; 4.7 Prioritizing Actions in a Goal-Based RTS AI; 4.8 Extending Simple Weighted-Sum Systems; 4.9 AI Waterfall: Populating Large Worlds Using Limited Resources; 4.10 An Introduction to Behavior-Based Systems for Games; 4.11 Simulating a Plan SECTION 5 TACTICS AND PLANNING 5.1 Probabilistic Target Tracking and Search Using Occupancy Maps; 5.2 Dynamic Tactical Position Evaluation; 5.3 Finding Cover in Dynamic Environments; 5.4 Coordinating Teams of Bots with Hierarchical Task Network Planning SECTION 6 GENRE SPECIFIC 6.1 Training Digital Monsters to Fight in the Real World; 6.2 The Suffering: Game AI Lessons Learned; 6.3 Environmental Awareness in Game Agents; 6.4 Fast and Accurate Gesture Recognition for Character Control; 6.5 Being a Better Buddy: Interpreting the Player's Behavior; 6.6 Ant Colony Organization for MMORPG and RTS Creature Resource Gathering; 6.7 RTS Citizen Unit AI; 6.8 A Combat Flight Simulation AI Framework SECTION 7 SCRIPTING AND DIALOG 7.1 Opinion Systems; 7.2 An Analysis of Far Cry Instincts' Anchor System; 7.3 Creating a Visual Scripting System; 7.4 Intelligent Story Direction in the Interactive Drama Architecture SECTION 8 LEARNING AND ADAPTATION 8.1 Practical Algorithms for In-Game Learning; 8.2 A Brief Comparison of Machine Learning Methods; 8.3 Introduction to Hidden Markov Models; 8.4 Preference-Based Player Modeling; 8.5 Dynamic Scripting; 8.6 Encoding Schemes and Fitness Functions for Genetic Algorithms; 8.7 A New Look at Learning and Games; 8.8 Constructing Adaptive AI Using Knowledge-Based Neuroevolution About the CD-ROM Index