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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