A Game Designer's Guide to Virtual Sensation
Mat Buckland

#Programming_Game
#AI
#Game_Design
Programming Game AI by Example provides a comprehensive and practical introduction to the “bread and butter” AI techniques used by the game development industry, leading the reader through the process of designing, programming, and implementing intelligent agents for action games using the C++ programming language. Techniques covered include state- and goal-based behavior, inter-agent communication, individual and group steering behaviors, team AI, graph theory, search, path planning and optimization, triggers, scripting, scripted finite state machines, perceptual modeling, goal evaluation, goal arbitration, and fuzzy logic.
Table of Contents
Chapter 1 A Math and Physics Primer
Chapter 2 State-Driven Agent Design
Chapter 3 How to Create Autonomously Moving Game Agents
Chapter 4 Sports Simulation — Simple Soccer
Chapter 5 The Secret Life of Graphs
Chapter 6 To Script, or Not to Script, That Is the Question
Chapter 7 Raven: An Overview
Chapter 8 Practical Path Planning
Chapter 9 Goal-Driven Agent Behavior
Chapter 10 Fuzzy Logic
Appendix A C++ Templates
Appendix B UML Class Diagrams
Appendix C Setting Up Your Development Environment
About the Author
Mat Buckland is a freelance programmer and writer. He became interested in AI when he coded Waddington’s Monopoly for the ZX Spectrum way back in the ’80s, and over the years his passion for making computers “think” has never faded. He is the author of the book AI Techniques for Game Programming and the founder of ai-junkie.com, a popular web site that specializes in AI tutorials. He is also a member of the AI Interface Standards Committee and co-hosts the AI round table at the European Game Developers Conference.









