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AI and Artificial Life in Video Games

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ISBN-10: 1584505583

ISBN-13: 9781584505587

Edition: 2008

Authors: Guy W. Lecky-Thompson, Guy W. Lecky-Thompson

List price: $39.99
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Description:

Learn how to create more challenging and dynamic games with AI and Artificial Life in Video Games. AI, 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 AI 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 AI and A-Life to use as building blocks, the book delves into more advanced methods and examines possible future uses and…    
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Book details

List price: $39.99
Copyright year: 2008
Publisher: Charles River Media
Publication date: 5/15/2008
Binding: Hardcover
Pages: 352
Size: 7.48" wide x 9.29" long x 1.30" tall
Weight: 1.892
Language: English

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.

Preface
Introduction
Defining Artificial Intelligence
Artificial Intelligence as a Reasoning System
Appearance versus Actual Intelligence
Knowledge Management
Information Feedback
Al Put Simply
Defining Artificial Life
Modeling Through Observation
Calculated A-Life
Synthesized A-Life
Granularity
Top-Down versus Bottom-Up Intelligence
Summary
Using Artificial Intelligence in Video Games
Al in Video Games
Movement Al
Planning Al
Interaction Al
Environmental Al
Common Al Paradigms
Applying the Theories
Motor-Racing Al
Action Combat Al
Fighting Al
Puzzle Al
Adventure and Exploration Al
Strategy Al
Simulation Al
Summary
Balancing the Al
Al and A-Life in Video Games
References
Uses for Artificial Life in Video Games
Modeling Natural Behavior
Adaptability
Al Techniques in A-Life
A-Life for Simulation
Using A-Life in Video Game Development
A-Life in the Design Phase
A-Life in the Development Phase
Scripting Language
Modifying Scripts Using A-Life
Building Scripts Using A-Life Techniques
A-Life Outside of Scripting
A-Life in Video Game Testing
A-Life in the Testing Phase
Test Coverage
Implementing the Interface
Post-Development A-Life
Summary
Examples
References
The A-Life Programming Paradigm
A-Life: The Game within the Game
Scripting Interfaces
Categories
Behavioral Modification
Evolving Behavior
The Role of Genetic Algorithms
Propagating Behavior
Emergent Behavior
Planning the A-Life Implementation
Design Time Considerations
Development Considerations
Emerging Technology
Testing with A-Life
Summary
Building Blocks
Al and A-Life Building Blocks
Learning Defined
Finite State Machines
Building a Neural Network
Expert Systems
Building Blocks Review
Deploying the Building Blocks
In-Game Representation
Templated Behavior
Behavior Management and Modeling
Ground-Up Deployment
Summary
The Power of Emergent Behavior
Defining Emergent Behavior
Types of Emergent Behavior
Emergent Behavior Design
The "Sum of Parts" Emergence Design
Stimuli
Movement
Biochemistry
Thinking
Reproduction
The Individual Dynamic Emergence Design
The FSM Network
The Individual as a System
The Group Dynamic Emergence Design
The Reproductive Mechanism in Emergence
Reproductive Models
Summary
Controlling Emergence
References
Testing with Artificial Life
Testing A-Life
Testing with A-Life
Caveats
Bottom-Up Testing
Rule Testing
Engine Testing
Pseudorandom Testing
Testing Al with A-Life
Knowing the Boundaries
Mapping the Behavior
Identifying What to Test
Testing A-Life with A-Life
Learning by Example
Adaptive A-Life
Summary
References
Several A-Life Examples
Movement and Interaction
Flocking
Follow the Leader
Squad Play
A-Life Control Systems
First Principles
Implementing A-Life Control Systems
A-Life in Puzzles, Board Games, Simulations
Battleships
Video Game Personalities
Animation and Appearance
Examples of A-Life in the Gaming Environment
Summary
References
Multiplayer Al and A-Life
Managing Emergence
Emergence versus A-Life
Enhancing the Experience
The Purpose of Al and A-Life in Multiplayer Games
Behavioral Cloning
Preventing Cheating
Implementing A-Life in Multiplayer Environments
Population Control
Strict Rule-Based Behavior
Flexible Rule-Based Behavior
Scripted Behavior
Summary
References
The Application of A-Life Outside the Lab
Simple Genetic Algorithms
Starting Out
Animation and Appearance
Applying Genetic Algorithms
Breeding Behavioral Patterns
State-Based Genetic Crossover
Datasets versus Functionality
Datasets
Functionality
Summary
References
Index