目錄(114章)
倒序
- coverpage
- Title Page
- Credits
- About the Author
- About the Reviewer
- www.PacktPub.com
- Why subscribe?
- Customer Feedback
- Preface
- What this book covers
- What you need for this book
- Who this book is for
- Conventions
- Reader feedback
- Customer support
- Downloading the example code
- Downloading the color images of this book
- Errata
- Piracy
- Questions
- Different Problems Require Different Solutions
- A brief history of and solutions to game AI
- Enemy AI in video games
- From simple to smart and human-like AI
- Visual and audio awareness
- Summary
- Possibility and Probability Maps
- Game states
- Possibility maps
- How to use possibility maps
- Preparing a possibility map (FPS)
- Creating a possibility map (FPS)
- Defining the states
- DEFENSIVE state
- AGGRESSIVE state
- Possibility map conclusion
- Probability maps
- How to use probability maps
- Where to go from here
- Summary
- Production System
- Automated finite-state machines (AFSMs)
- Calculating chances
- Utility-based functions
- Dynamic game AI balancing
- Summary
- Environment and AI
- Visual interactions
- Basic environment interactions
- Moving environment objects
- Obstructive environment objects
- Breaking down the environment by area
- Advanced environment interactions
- Adapting to unstable terrain
- Using raycast to evaluate decisions
- Summary
- Animation Behaviors
- 2D animation versus 3D animation
- 2D animation - sprites
- 3D animation - bone structure
- The main differences
- Animation state machines
- Smooth transitions
- Summary
- Navigation Behavior and Pathfinding
- Navigation behavior
- Choosing a new direction
- Avoid walking against walls
- Choosing an alternative path
- Point to point movement
- Tower defense genre
- Racing genre
- MOBA genre
- Point to point movement and avoiding dynamic objects
- Summary
- Advanced Pathfinding
- Simple versus advanced pathfinding
- A* search algorithm
- How it works
- Disadvantages of using A*
- Going directly from A to B
- From point A to B with obstacles in the way
- Generating grid nodes
- Pathfinding implementation
- Summary
- Crowd Interactions
- What is crowd interaction
- Video games and crowd interactions
- Assassin's Creed
- Grand Theft Auto (GTA)
- The Sims
- FIFA/Pro evolution soccer
- Planning crowd interactions
- Group fight
- Communication (attention zones)
- Communication (talking to other AI characters)
- Team sports
- Crowd collision avoidance
- Summary
- AI Planning and Collision Avoidance
- Search
- Offensive search
- Predicting opponent actions
- Collision avoidance
- Summary
- Awareness
- Stealth sub-genre
- About tactics
- About awareness
- Implementing vision awareness
- Basic vision detection
- Advanced vision detection
- Realistic field of view effect
- Summary 更新時間:2021-07-02 20:43:35
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