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General Wisdom Section 1.1 Common Game AI Techniques Section 1.2 Promising Game AI Techniques Section 1.3 New Paradigms in Artificial Intelligence Section 1.4 Artificial Stupidity: The Art of Intentional Mistakes Section 1.5 Arcade AI Doesn't Have to Be Dumb Section 1.6 The Statistics of Random Numbers Section 1.7 Filtered Randomness for AI Decisions and Game Logic Pathfinding and Movement Section 2.1 Search Space Representations Section 2.2 Inexpensive Precomputed Pathfinding Using a Navigation Set Hierarchy Section 2.3 Path Look-up Tables - Small is Beautiful Section 2.4 An Overview of Navigation Systems Section 2.5 Jumping, Climbing, and Tactical Reasoning: How to Get More Out of a Navigation System Section 2.6 Hunting Down the Player in a Convincing Manner Section 2.7 Avoiding Dynamic Obstacles and Hazards Section 2.8 Intelligent Steering Using PID Controllers Section 2.9 An AI Approach to Creating an Intelligent Camera System Group Movement, Tactics, and Planning Section 3.1 Constraining Autonomous Character Behavior with Human Concepts Section 3.2 Simple Techniques for Coordinated Behavior Section 3.3 Team Member AI in an FPS Section 3.4 Applying Goal-Oriented Action Planning to Games Section 3.5 Hierarchical Planning in Dynamic Worlds Section 3.6 Goal Directed Behavior using Composite Tasks AI Animation Control Section 4.1 Simplified Animation Selection Section 4.2 Pluggable Animations Section 4.3 Intelligent Movement Animation for NPCs State Machines Section 5.1 The Ultimate Guide to FSMs in Games Section 5.2 Stack-Based Finite-State Machines Section 5.3 Implementing a Data-Driven Finite-State Machine Section 5.4 Finite-State Machine Scripting Language for Designers Architecture Section 6.1 A Subsumption Architecture For Character-Based Games Section 6.2 An Architecture for A-Life Section 6.3 A Flexible Tagging System for AI Resource Selection Section 6.4 Motivational Graphs: A New Architecture for Complex Behavior Simulation Section 6.5 Minimizing Agent Processing in Conflict Desert Storm FPS, RTS, and Strategy AI Section 7.1 Using a Spatial Database for Runtime Spatial Analysis Section 7.2 Performing Qualitative Terrain Analysis in Master of Orion 3 Section 7.3 The Unique Challenges of Turn-Based AI Section 7.4 Random Map Generation for Strategy Games Section 7.5 Transport Unit AI for Strategy Games Section 7.6 Wall Building for RTS Games Section 7.7 Strategic Decision-Making with Neural Networks and Influence Maps Section 7.8 Multi-Tiered AI Layers and Terrain Analysis for RTS Games Section 7.9 Designing a Multi-Tiered AI Framework Racing and Sports AI Section 8.1 Racing Vehicle Control using Insect Intelligence Section 8.2 Fast and Efficient Approximation of Racing Lines Section 8.3 The Art of Surviving a Simulation Title Section 8.4 Dead Reckoning in Sports and Strategy Games Section 8.5 Building a Sports AI Architecture Scripting Section 9.1 Optimized Script Execution Section 9.2 Advanced Script Debugging Section 9.3 Adding Error Reporting to Scripting Languages Section 9.4 Empowering Designers: Defining Fuzzy Logic Behavior through Excel-Based Spreadsheets Section 9.5 A Modular Camera Architecture for Intelligent Control Learning Section 10.1 Player Modeling for Adaptive Games Section 10.2 Constructing a Decision Tree Based on Past Experience Section 10.3 Understanding Pattern Recognition Methods Section 10.4 Using Reinforcement Learning to Solve AI Control Problems Section 10.5 Getting Around the Limits of Machine Learning Genetic Algorithms and Neural Networks Section 11.1 How to Build Neural Networks for Games Section 11.2 How to Build Evolutionary Algorithms for Games Section 11.3 Adaptive AI: A Practical Example Section 11.4 Building Better Genetic Algorithms Section 11.5 Advanced Genetic Programming: New Lessons From Biology Section 11.6 The Importance of Growth in Genetic Algorithms Speech Recognition and Dialogue Section 12.1 SAPI: An Introduction to Speech Recognition Section 12.2 SAPI: Extending the Basics Section 12.3 Conversational Agents: Creating Natural Dialogue between Players and Non-Player Characters
Library of Congress Subject Headings for this publication: Computer games Design, Computer games Programming, Computer graphics