AI and Artificial Life in Video Games

AI and Artificial Life in Video Games

by Guy W. Lecky-Thompson
AI and Artificial Life in Video Games

AI and Artificial Life in Video Games

by Guy W. Lecky-Thompson

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Overview

Learn how to create more challenging and dynamic games with Al and Artificial Life in Video Games. Al, or artificial intelligence, builds better games by directing behaviors inside the games that make them more difficult, while artificial life, or A-Life, adds unpredictability of play and a more lifelike environment to games. This book examines easy and inexpensive methods for implementing Al and A-Life in any video game to not only model behavior in the game but also create tools, generate code, and test the game during development. After introducing the basics of Al and A-Life to use as building blocks, the book delves into more advanced methods and examines possible future uses and techniques. You'll learn how Al can be built up in a game by layering behavioral models on static data to produce behavior that is both intelligent and unpredictable. Examples of several A-Life enhancements in games are presented, and you'll investigate the potential pitfalls of using Al and how to troubleshoot, apply A-Life to your own games, test A-Life itself and test virtually using A-Life, implement Al and A-Life in a multiplayer environment, and more. Written for the current and next-generation game developer, Al and Artificial Life in Video Games is a great reference for both game programmers and game designers.


Product Details

ISBN-13: 9781584506164
Publisher: Course Technology PTR
Publication date: 01/05/2008
Sold by: CENGAGE LEARNING
Format: eBook
File size: 1 MB

About the Author

Guy W. Lecky-Thompson is an experienced author in the field of video game design and software development, whose articles have been published in various places, including Gamasutra and the seminal Game Programming Gems. He is also the author of Infinite Game Universe: Mathematical Techniques;Infinite Game Universe, Volume 2: Level Design Terrain, and Sound; and Video Game Design Revealed.

Table of Contents


Preface     xi
Introduction     1
Defining Artificial Intelligence     2
Artificial Intelligence as a Reasoning System     3
Appearance versus Actual Intelligence     5
Knowledge Management     8
Information Feedback     12
Al Put Simply     13
Defining Artificial Life     14
Modeling Through Observation     16
Calculated A-Life     17
Synthesized A-Life     19
Granularity     20
Top-Down versus Bottom-Up Intelligence     21
Summary     22
Using Artificial Intelligence in Video Games     25
Al in Video Games     27
Movement Al     29
Planning Al     29
Interaction Al     30
Environmental Al     31
Common Al Paradigms     32
Applying the Theories     38
Motor-Racing Al     38
Action Combat Al     41
Fighting Al     45
Puzzle Al     47
Adventure and Exploration Al     49
Strategy Al     53
Simulation Al     58
Summary     59
Balancing theAl     60
Al and A-Life in Video Games     60
References     61
Uses for Artificial Life in Video Games     63
Modeling Natural Behavior     65
Adaptability     67
Al Techniques in A-Life     72
A-Life for Simulation     74
Using A-Life in Video Game Development     75
A-Life in the Design Phase     77
A-Life in the Development Phase     78
Scripting Language     79
Modifying Scripts Using A-Life     80
Building Scripts Using A-Life Techniques     82
A-Life Outside of Scripting     84
A-Life in Video Game Testing     85
A-Life in the Testing Phase     85
Test Coverage     86
Implementing the Interface     87
Post-Development A-Life     89
Summary     90
Examples     90
References     92
The A-Life Programming Paradigm     93
A-Life: The Game within the Game     95
Scripting Interfaces     96
Categories     98
Behavioral Modification     99
Evolving Behavior     103
The Role of Genetic Algorithms      104
Propagating Behavior     107
Emergent Behavior     108
Planning the A-Life Implementation     111
Design Time Considerations     112
Development Considerations     113
Emerging Technology     113
Testing with A-Life     114
Summary     114
Building Blocks     117
Al and A-Life Building Blocks     119
Learning Defined     122
Finite State Machines     125
Building a Neural Network     128
Expert Systems     137
Building Blocks Review     138
Deploying the Building Blocks     139
In-Game Representation     140
Templated Behavior     141
Behavior Management and Modeling     142
Ground-Up Deployment     143
Summary     146
The Power of Emergent Behavior     147
Defining Emergent Behavior     150
Types of Emergent Behavior     152
Emergent Behavior Design     155
The "Sum of Parts" Emergence Design     157
Stimuli     158
Movement     160
Biochemistry     161
Thinking      162
Reproduction     163
The Individual Dynamic Emergence Design     164
The FSM Network     165
The Individual as a System     167
The Group Dynamic Emergence Design     167
The Reproductive Mechanism in Emergence     170
Reproductive Models     171
Summary     174
Controlling Emergence     174
References     176
Testing with Artificial Life     177
Testing A-Life     180
Testing with A-Life     184
Caveats     186
Bottom-Up Testing     187
Rule Testing     189
Engine Testing     191
Pseudorandom Testing     192
Testing Al with A-Life     194
Knowing the Boundaries     195
Mapping the Behavior     196
Identifying What to Test     199
Testing A-Life with A-Life     200
Learning by Example     201
Adaptive A-Life     203
Summary     204
References     206
Several A-Life Examples     207
Movement and Interaction     210
Flocking     212
Follow the Leader     222
Squad Play     225
A-Life Control Systems     227
First Principles     228
Implementing A-Life Control Systems     229
A-Life in Puzzles, Board Games, Simulations     240
Battleships     242
Video Game Personalities     251
Animation and Appearance     252
Examples of A-Life in the Gaming Environment     254
Summary     260
References     261
Multiplayer Al and A-Life     263
Managing Emergence     265
Emergence versus A-Life     266
Enhancing the Experience     267
The Purpose of Al and A-Life in Multiplayer Games     268
Behavioral Cloning     269
Preventing Cheating     271
Implementing A-Life in Multiplayer Environments     272
Population Control     273
Strict Rule-Based Behavior     276
Flexible Rule-Based Behavior     276
Scripted Behavior     277
Summary     279
References     279
The Application of A-Life Outside the Lab     281
Simple Genetic Algorithms     282
Starting Out      283
Animation and Appearance     292
Applying Genetic Algorithms     295
Breeding Behavioral Patterns     297
State-Based Genetic Crossover     298
Datasets versus Functionality     307
Datasets     308
Functionality     309
Summary     310
References     311
Index     313
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