David M. Bourg(畅销书《游戏开发中的物理学》的作者)和Glenn Seemann将用非常直观、易懂的语言给你介绍一些诸如有限状态机、模糊逻辑和神经网络之类的技术,全书使用源代码(用C和C++编写)说明这些技术。从基本的诸如追赶、躲避、基于模式的运动和聚集等游戏行为到玩家行为预测,这本书告诉你怎么应用AI给你的游戏角色提供可信的智能。这些技术包括了适合初级AI开发者的确定性(传统的)和非确定性(较新的)AI技术的混合。
其他的主题包括:
* 使用基于势函数的单一技术处理追赶、躲避、聚集和避障等问题。
* 使用包括路径点和经典A*算法解决寻径问题。
* 利用AI脚本扩充AI引擎的功能,让设计者和玩家更好地设计和玩游戏。
* 给你的游戏角色赋予基于规则的AI推理能力,包括模糊逻辑和有限状态机。
* 使用概率分析和诸如贝叶斯推理的高级技术处理不确定性问题
作者简介
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David M.Bourg擅长于计算机仿真领域,并开发分析工具评估,比如,气垫船效能以及海浪对船只运动的影响目前在新奥尔良大学造船及海洋工程学院任教.Dayid在游戏开发和顾问咨询上有其专业,同时也是.《游戏开发物理学》(O'Reilly)一书的作者.David也在游戏学会(Game Institute)开网络课程,名为“Physics Game Developers”.David就要拿到工程及应用科学的博士学位了.他目前的研究牵涉到开发计算机程序来计算仿真液体动力行为,同时把AI技术用来解决商业和工程问题.
Nondeterministic methods facilitate learning and unpredictable gameplay. Further, developers don’t have to explicitly code all behaviors in anticipation of all possible scenarios. Nondeterministic methods also can learn and extrapolate on their own, and they can promote so-called emergent behavior, or behavior that emerges without explicit instructions. The flocking and neural network algorithms we’ll consider in this book are good examples of emergent behavior.
At least until recently, another factor that has limited game AI development is the fact that developers have been focusing most of their attention on graphics quality. As it turns out, such focus on developing better and faster graphics techniques, including hardware acceleration, might now afford more resources to be allocated t... (查看原文)
Developers commonly use fuzzy logic in fuzzy state machines to make the resulting actions somewhat less predictable and to reduce the burden of having to enumerate huge numbers of if-then rules.
The techniques for learning and reacting to character behavior fall under the nondeterministic AI we talked about earlier, and its difficulties apply here too. Specifically, such nondeterministic, learning AI techniques take longer to develop and test. (查看原文)
0 有用 Possible 2014-05-09 23:59:19
做服务器的基本用不到,但是有个概念总是好的