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Àâòîðèçàöèÿ |
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Ïîèñê ïî óêàçàòåëÿì |
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Rabin S. — AI Game Programming Wisdom 4 (AI Game Programming Wisdom (W/CD)) |
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Ïðåäìåòíûé óêàçàòåëü |
"Challenges" in open-ended narratives 530—531
"Challenges" in open-ended narratives, debugging challenge scripts 538
"Matrix" cameras 476
"Sim" games see "Simulation ("Sim") games"
"Whiskers" on pathfinding bot 155—156
merging algorithm 177—180 182
2D and 3D predictors for vectors 303
3D predictors for vectors 303
A* algorithm, avoiding inefficient searches 199—200
A* algorithm, avoiding use of 151
A* algorithm, caching failed searches 150
A* algorithm, CAStar (C++ class) 108—112
A* algorithm, fitness, goal, and heuristic (f, g, and h) values 106
A* algorithm, flooding and 135—136 143
A* algorithm, iterative deepening 146—148
A* algorithm, limiting search time 150—151
A* algorithm, lists, cheap 139—141 144
A* algorithm, lists, open and closed 106—107 114 139—141 148—149
A* algorithm, navigation meshes (NMs) and 171—185
A* algorithm, optimizations for 134—136 146—152
A* algorithm, pseudo-code for 107
A* algorithm, search space 116
A* algorithm, tactical pathfinding and 256—257
A* algorithm, terminology defined 105—106
A* algorithm, theory and implementation of 105—113
A* engines, architecture of 118—119
A* engines, code listing for A* engine 116—117
A* engines, debugging 143
A* engines, machines, generic 114—121
A* engines, methods of 115—116
A* engines, modifier goals and 119—120 121
A* engines, optimizing for speed 133—145
A* engines, templates used in 117—118 120
A* Explorer 112
A-life (artificial life) 4
Academic AI vs. game AI 9—10 12—13
Action Descriptors 60—61
Action rules 305
Action Tables 56—59
Action Tables, Action Descriptors 60—61
Action Tables, dynamic animation lists 61
Action Tables, randomization and 59—60
Action-Code behavior methods 368—369
Actions, defined and described 377 580
Actions, plans converted to 381
Actions, state machine class 73 75
Adaptation, computational requirements for 565
Adaptation, direct adaptation 559—561 565—566
Adaptation, exploration-exploitation dilemma 565
Adaptation, indirect adaptation 558—559 565
Adaptation, overfitting (restrictive niche adaptation) 564—565
Addiction, unpredictability and 616—617
Adzima, Joe, bio and contact info xix
Agents as consumers of resources 402—410
Agents, determining position and orientation 189—191
Agents, grouping agents 52—53
Agents, real-time game agents 401—410
Aiming, aim points 413
Aiming, believable errors 81—82 624—628
AIWisdom.com xiv
Alexander, Bob, bio and contact info xix
Alexander, Thor, bio and contact info xix
Aligned bounding boxes (ABBs) 88
Alignment, flocking and 202
Alt, Greg, bio and contact info xix—xx
Ambushes 216—218 593
Ambushes, combat tactics 392
Ambushes, emergent squad behavior and 244—245
Animals, behavior simulation 479—485
Animals, behavior simulation, birds 481—482
Animals, behavior simulation, bugs 481
Animals, behavior simulation, fish 481—482
Animals, behavior simulation, primary and secondary 480 483
Animals, behavior simulation, rodents 481—482
Animals, behavior simulation, roles for animals 480
Animals, behavior simulation, solitary animals 481—482
Animation, animation controllers 65—68 388—389
Animation, baseball behaviors and 492
Animation, bone caching for smooth transitions 68—69
Animation, data-driven design for selection 55—63
Animation, dynamic animation lists 61
Animation, expression of AI and 62
Animation, first-person shooter game architecture 388
Animation, prioritization and categorization 64—70
Animation, view current animation diagnostic tool 43—44
annealing 563 645
Arbiters in blackboard architectures 335
Architectures, approaches to 291
Architectures, Belief-Desire-Intention architecture for learning 568—571
Architectures, blackboard architecture 333—344
Architectures, components 286
Architectures, development phase 287
Architectures, first-person shooter games 387—396
Architectures, fuzzy logic decision making 367—374
Architectures, general AI architecture development 285—289
Architectures, goal-based planning architecture 375—383
Architectures, interfaces 286—287
Architectures, load balancing and 298—304
Architectures, periodic AI 292
Architectures, planning phase 285—289
Architectures, prioritized task categories and efficiency 290—297
Architectures, real-time strategy games 397—401
Architectures, rule-based architectures 305—313 358—366
Architectures, training method architecture 580
Arrays, accessing 93—94
Artificial life (A-life) 4 8 632
Artificial life (A-life), defined and described 6
Artificial Neural Networks see "Neural networks"
Attack positioning 213—215
Audio, view animation and audio commands issued diagnostic tool 43
Auditory subsystem, perceptual modeling 395
Author bios xix—xxxii
Automated gameplay 409
Ball games see "Baseball agent
Balls, catching or intercepting 495—502
Balls, rebounding 501—502
Balls, throwing 493
Barnes, Jonty, bio and contact info xx
Base task objects 299
Base value predictors 302—303
Baseball, agent cooperation in 486—494
Baseball, agent cooperation in, Ball Fielded events 493
Baseball, agent cooperation in, Ball Hit events 487—492
Baseball, agent cooperation in, baserunning behavior 487
Baseball, agent cooperation in, fielding behavior 487
Bayes' theorem 346
Bayesian networks vs. Dempster-Shafer theory 356—357
Bayesian networks, converting "tech trees" into 354—355
Bayesian networks, defined and described 345—357
Bayesian networks, intruder detection with 355—356
Bayesian networks, propagating possibilities 350—352
BBWar game 340—343
Behaviors in BBWar game 342—343
Behaviors, Action-Code behavior methods 368—369
Behaviors, agent cooperation in sports 486—494
Behaviors, animal behaviors 479—485
Behaviors, behavior controller 393
Behaviors, changes in response to events 32 33
Behaviors, class structure for sports cooperation 489
Behaviors, cloning of 644
Behaviors, control of agents and 492
Behaviors, defined and described 377
Behaviors, emergent behavior 236—246
Behaviors, first-person shooter game architecture 388
Behaviors, gestures 22
Behaviors, hierarchical behaviors 372—373
Behaviors, innate behavior 622
Behaviors, learning and adaptation 558—565
Behaviors, multiple 580
Behaviors, neural nets to imitate variation in 624—628
| Behaviors, object-avoidance behavior 155—160
Behaviors, parallel behavior layers 373
Behaviors, plans converted to 381
Behaviors, prediction of 16—17 586—595 596—601
Behaviors, prioritized, categorized animation 64—70
Behaviors, simple model of 74
Behaviors, tuning behavioral values 287
Belief-Desire-Intention architecture for learning 568—571
Beliefs see also "Bayesian networks" "Dempster
Beliefs as data structures 569
Beliefs, belief networks 7 8
Beliefs, Belief-Desire-Intention architecture for learning 568—571
Beliefs, defined 359
Believability, AI game opponents 16—20
Berger, Lee, bio and contact info xx
Biasillo, Gari, bio and contact info xx
Bigrams 597
BindGen, integrating C++ and scripting language 517—518
Birds, behavior of 481—482
Blackboard architectures, arbiters 335
Blackboard architectures, control signals 336
Blackboard architectures, defined and described 333—335
Blackboard architectures, inter-agent coordination 339—340
Blackboard architectures, intra-agent coordination 337—339
Blackboard architectures, knowledge sources (KSs) 335
Blumberg, Bruce, bio and contact info xx—xxi
Board games 3 7
Bones, bone caching for transitions 68—69
BOTs 541
Bots, whiskered bot pathfinding system 156—158
Bottlenecks, removing from Action Tables 57—59
Bounding overwatch pullback maneuver 253—259
brainstorming 285—286
Braking 443 456—458 470—471
Brockington, Mark, bio and contact info xxi
Bugs see "Debugging" "Insect
Build manager, real-time strategy games 397—398
Butterflies, behaviors 481
Bytecode streams, scripting language 509 511
C++, integrating scripting languages and 516—519
Cain, Timothy, bio and contact info xxi
call stacks 514
Cameras for sports game replays 472—478
Cameras, camera angles 473—474
Cameras, camera control in scripting languages 535—536
Cameras, placement of 476
Cameras, switching rules 476—477
Cameras, types of cameras 474—476
Carlisle, Phil, bio and contact info xxi—xxii
Carrot-and-stick learning see "Reinforcement learning"
Case-based reasoning, defined and described 5—6
CAStar (C++ class) for A* algorithm 108—112
Categorization of animation 64—70
Catmull — Rom or cardinal splines 443
CD-ROM contents 653
Champandard, Alex J., bio and contact info xxii
Charla, Chris, bio and contact info xxii
Chase-and-follow cameras 475
Cheating 593
Cheating as a realistic solution 23—24
Cheating, AI game opponents and 19—20
Chess 3 7
Christian, Mike, bio and contact info xxii
Cinematic sequences, scripting for 520—530
Cinematic sequences, scripting for, sample of 536—538
Circle cameras 476
Civilization manager, real-time strategy games 397
Classic games 3
Code generators, scripting languages 509
code listings 654
Code, converting models to 75—76
Code, copy and paste programming 524
Code, efficiency checks in scripting languages 527
Code, trial and error hacking 524
Cohesion, flocking and 202
Collisions, "whiskers" to detect 156—160
Collisions, precomputing 88
Collisions, ranged weapons and notification of 416
Collisions, ray-landscape collision and line-of-sight 86—88
Collisions, testing 30—31
Collisions, wrecks in racing games 462
Combat manager, real-time strategy games 398—399
Combat, anticipation pattern and sequential prediction 592
Combat, combat domains, modeling 408—409
Combat, combat manager, real-time strategy games 398—399
Combat, first-person shooter game architecture 388 391 392—393
Combat, Level-of-Detail and 424—425
Combat, ranged weapon AI 411—418
Combs method 373
Command hierarchy for team-based AI 260—261
Commands, AI commands for troubleshooting 41—42
Communication 21—22
Communication, non-player characters and information sharing 432
Compilers, scripting language compilers 506—509
Composition, fuzzy logic 91
Computer support of play 17
Conditional distribution models 626—628
Conditions, state machine class 72
Connectivity information 211—212
Constant AI processing 293
Context-dependence 11—12
Cooperation 486—494
Costs of nodes for A* algorithm 106 146 149—150
Costs, resource and opportunity costs 405
Count groups, for scheduling 300
Covering exits maneuver 269—271
CPU budgets, load balancing 298—304
Creativity, problem solving and 21—28
Credibility, belief theory concept 359
Crisp values, fuzzy logic 91
Crossover (genetic exchange) 632 633—634 647
Curly brackets 528
Darrah, Mark, bio and contact info xxiii
Data, accessibility of 34
Data, cluster maps 582
Data, data packets for IEExec objects 312
Data, diagnostics for data structures 44
Data, graphing and Response Curves 79—82
Data, optimizing storage 121
Data, reputation system data structures 426—428
Data, team-based AI and data sharing 265
Data-driven design 33—34 55—63
Data-driven design, scripting languages and 541
Dawson, Chad, bio and contact info xxiii
Dead reckoning, weapons targeting 415
Debugging, A* engines 143
Debugging, diagnostics vs. debuggers 40
Debugging, fuzzy models 95
Debugging, interface for Challenge scripts 538—539
Debugging, replays in sports games 477
Debugging, scripting languages 528 538—539 543
Debugging, state machine debugging 326
Debugging, team-based AI 266—267
Debugging, testing and 288
Decision support routines for team-based AI 261—263 267—268 269—270
Decision trees 7—8
Decision trees, defined and described 6
Decision-making processes see also "Beliefs"
Decision-making processes in goal-based planning architecture 377—382
Decision-making processes in racing games 446
Decision-making processes, fuzzy decision making 367—374
Decision-making processes, general decision engine architecture 367—369
Decision-making processes, opinions influence on 570
Decision-making processes, scripting and virtual machines for 513—514
Decision-making processes, UML decision making diagrams 581 583 584
Decision-making processes, utility model economics and 402—410
Defuzzification, fuzzy logic 91 94
Degree of Membership (DOM), fuzzy logic 91 93
Demos 653
Dempster — Shafer theory 358—366
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