AI for Game Developers
Subtitle: Creating Intelligent Behavior in Games
By: David M. Bourg and Glenn Seemann
Contributors: Seeman, Glenn.
Publisher: O'Reilly Media, Inc.; O'Reilly
Published: 2004
Place of publication: Sebastopol, USA
Language: eng
Format: Paperback
Number of pages: 371
Copyright date: 2004
Subjects: Computer games -- Programming; Computer animation; Video games -- Design; Artificial intelligence; Computer games -- Design
Notes: "Creating intelligent behavior in games"--Cover

Includes bibliographical references and index.

6
Table of contents: label: Introduction to Game AI
title: 1; label: Deterministic Versus Nondeterministic AI
title: 2; label: Established Game AI
title: 3; label: The Future of Game AI
title: 4; label: Chasing and Evading
title: 6; label: Basic Chasing and Evading
title: 7; label: Line-of-Sight Chasing
title: 9; label: Line-of-Sight Chasing in Tiled Environments
title: 10; label: Intercepting
title: 20; label: Pattern Movement
title: 27; label: Standard Algorithm
title: 28; label: Pattern Movement in Tiled Environments
title: 30; label: Pattern Movement in Physically Simulated Environments
title: 38; label: Flocking
title: 52; label: Classic Flocking
title: 53; label: Flocking Example
title: 55; label: Obstacle Avoidance
title: 73; label: Follow the Leader
title: 76; label: Potential Function-Based Movement
title: 80; label: How Can You Use Potential Functions for Game AI?
title: 80; label: Chasing/Evading
title: 82; label: Obstacle Avoidance
title: 87; label: Swarming
title: 89; label: Optimization Suggestions
title: 94; title: Basic Pathfinding; title: A* Pathfinding; title: Scripted AI and Scripting Engines; title: Finite State Machines; title: Fuzzy Logic; title: Rule-Based AI; title: Basic Probability; title: Decisions Under Uncertainty-Bayesian Techniques; title: Neural Networks; title: Genetic Algorithms