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Rabin S. — AI Game Programming Wisdom 4 (AI Game Programming Wisdom (W/CD))
Rabin S. — AI Game Programming Wisdom 4 (AI Game Programming Wisdom (W/CD))



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Íàçâàíèå: AI Game Programming Wisdom 4 (AI Game Programming Wisdom (W/CD))

Àâòîð: Rabin S.

Àííîòàöèÿ:

This book is just a list of tweaks to existing concepts such as FSMs and path finding. The more advanced concepts discussed do not have enough code examples or background info to really educate the reader. A lot of material is by academics that just want to get their names on published articles. For a field that has been hyped for 30 years and can now just barely manage to get a few soccer players to work together in a Wii game I guess we can't expect too much. Unless one is a professional game programmer, which I'm not, and contacts the authors there is almost nothing useful here.

For a basic AI overview, 'hands on ai with java' and 'programming game ai by example' are decent introductions for the programmer to the field depending on whether one prefers java or C++ programming. (most desktop 3d games are written in c++, many internet backend servers run in java).


ßçûê: en

Ðóáðèêà: Computer science/

Ñòàòóñ ïðåäìåòíîãî óêàçàòåëÿ: Ãîòîâ óêàçàòåëü ñ íîìåðàìè ñòðàíèö

ed2k: ed2k stats

Ãîä èçäàíèÿ: 2008

Êîëè÷åñòâî ñòðàíèö: 658

Äîáàâëåíà â êàòàëîã: 15.05.2014

Îïåðàöèè: Ïîëîæèòü íà ïîëêó | Ñêîïèðîâàòü ññûëêó äëÿ ôîðóìà | Ñêîïèðîâàòü ID
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Ïðåäìåòíûé óêàçàòåëü
Racetracks, path type      442
Racetracks, racing line definition and      455—456
Racetracks, real-time editing of      458
Racetracks, sectors      439—441 442 445—448
Racetracks, terrain type      442—443
Racetracks, walls      443 452
Racing games      see also "Racetracks"
Racing games, "look-ahead" distance      446—447
Racing games, backing up      462
Racing games, difficulty levels      453
Racing games, enumerating possible routes      463—468
Racing games, finite-state machines for      444
Racing games, map components      460—462
Racing games, obstacles      442—443 461—462 468—470
Racing games, open road navigation      462—470
Racing games, open street representations      460—471
Racing games, overtaking abilities      448—449
Racing games, racing lines      455—456
Racing games, starting grid, initialization of AI      445
Racing games, STATE_AIRBORNE and STATE_OFF_TRACK      444
Racing games, steering      448 449—452 456—458
Racing games, throttle and brake values      443 470—471
Racing games, time-step errors      444—445
Racing games, training an AI to race      455—459
Racing games, tuning car handling      456—458
Racing games, updating road cache      463
Racing games, user override controls      458
Radius testing, weapons targeting      415—416
Rail (side) cameras      475
Randomness, Action Tables and randomization      59—60
Randomness, conditional distribution models      626—628
Randomness, neural nets and random variation      624—628
Randomness, open street conditions for racing games      460—471
Randomness, random walking and level-of-detail      424
Randomness, unconditional distribution models      625—626
Ray-testing calculations, weapons targeting      414—415
Reaction rules      305
Reactive systems, defined      403
Real-time strategy games, agent creation      402—410
Real-time strategy games, architectures for      290—297 397—401
Real-time strategy games, managers      397—399
Real-time strategy games, tech trees for      404
Recurrent neural networks      641 642
Recursive subdivision to divide NavMeshes      180—182
Reinforcement learning      559—560 562—563 619—620
Reinforcement learning, Q learning      563 565
Replays, sports      472—478
Replays, sports, avoiding frustration and boredom      473
Replays, sports, debugging and tuning      477
Representational promiscuity (approach to learning)      567—578
Reputation systems, based on event knowledge      426—435
Reputation systems, data structures for      426—428
Reputation systems, learning and event knowledge      432—434
Reputation systems, memory conservation      429—432
Reputation systems, Per-NPC Reputation Tables      434—435
Reputation systems, reputation events      428—429
Research      29
Research manager, real-time strategy games      398
Resources or large role-playing games      419—425
Resources, genetic algorithms and      635
Resources, master area groups and management of      419
Resources, resource manager, real-time strategy games      398 400—401
Resources, utility model, economics of      403—407
Response Curves      78—82
Response Curves, defined and described      78—79
Response Curves, heuristics and      80—81
Response Curves, implementation of      79
Response Curves, targeting errors and      81—82
Reynolds, John, bio and contact info      xxix—xxx
Robotic controllers      640—641 649
Robotics      6—7 8
Robots, building      159—160
Role-playing games, level-of-detail for      419—425
Rule chaining      335—336
Rule-based systems, cooperation in sports game and      490—493
Rule-based systems, Dempster — Shafer theory used in      358—366
Rule-based systems, inference engine for      305—313
Rule-based systems, vs. blackboard architectures      335—336
Rules, fuzzy logic      91
Rules, fuzzy logic, Combs Method and      373
Scheduling systems, defined and described      6
Scott, Bob, bio and contact info      xxx
Scott, Tom, bio and contact info      xxx
Scripting languages for nonprogrammers      520—529
Scripting languages, binding code, auto-generation of      517—518
Scripting languages, case sensitivity in      527
Scripting languages, Challenge programming language      532—534
Scripting languages, code generators      509
Scripting languages, common loop bugs      528
Scripting languages, compilers for      506—509
Scripting languages, debugging      528 543
Scripting languages, defined and described      506
Scripting languages, development tools for      543
Scripting languages, documentation for      526
Scripting languages, dynamic types      523
Scripting languages, efficiency checks built into      527
Scripting languages, evaluating need for      546—547
Scripting languages, extensibility of      541 551—552 551—554
Scripting languages, flexibility of      530—540 552—554
Scripting languages, function-based vs. object oriented      521
Scripting languages, functions in      514 516—519
Scripting languages, gameplay limited by      544
Scripting languages, if statements in      513
Scripting languages, integration with C++      516—519
Scripting languages, interfaces for      544—546
Scripting languages, keywords      527
Scripting languages, latent functions and integration with C++      518—519
Scripting languages, libraries of functions      525—526
Scripting languages, loop statements in      514
Scripting languages, mature language design      542—543
Scripting languages, motivations for using      541—542
Scripting languages, novice programming techniques      524—525
Scripting languages, orthogonality of      522
Scripting languages, parallel development      541
Scripting languages, parsers and parse trees      506—508
Scripting languages, pitfalls during development of      548—554
Scripting languages, pointers      523—524
Scripting languages, syntax      549—551
Scripting languages, weak vs. strong data types in      522—523
Scripts and scripting      see also "Scripting languages"
Scripts and scripting, control over scripted "trigger" events      394
Scripts and scripting, conversation      553
Scripts and scripting, data-driven design and      33—34
Scripts and scripting, flexibility for undefined circumstances      530—540 552—554
Scripts and scripting, in-game movies      553
Scripts and scripting, interpreter engines for      511—515
Scripts and scripting, pathfinding      553—554
Scripts and scripting, safety of      541
Scripts and scripting, system integration      516—519
Scripts and scripting, traps      552—553
Scripts and scripting, triggers      552—553
Search methods, defined and described      6
Self-organizing behavior      see "Emergent behavior (EB)"
Sensory capabilities, perceptual modeling      395
Sensory capabilities, view sensory knowledge diagnostic tool      43
Separation, flocking and      202
Sequential prediction      586—595
Sequential prediction, multiple-sequence monitoring      594
Sequential prediction, performance indicator to evaluate      593—594
Sequential prediction, string-matching prediction      587
Sets, fuzzy logic      91
Show strategic and tactical data structures diagnostic tool      44
Show tracers diagnostic tool      44
Side (rail) cameras      475
Simple state machine, modeling      73—75
Simplicity, as a virtue      29—30
Simulated annealing      563
Simulation ("Sim") games      4
Simulation ("Sim") games, The Sims      22—23
Situation calculus, defined and described      6
sketches      30
Slap-and-tickle learning      see "Reinforcement learning"
Smart terrain      22—23 31
Snavely, P.J., bio and contact info      xxx
Solution tables for pathfinding      165—168
Solution tables for pathfinding, compressing      169—170
Sound, view animation and audio commands issued diagnostic tool      43
Spatial reasoning      391—392
Speech recognition      21—22 see
Speech recognition, N-Grams used in      597 599
Speed, fuzzification and      93
Speed, time costs for navigation      168—169
Spells, scripting for      553
Splice paths      131
Splice paths, pathfinding      125—127 131
Sports games, agent cooperation in      486—494
Sports games, interceptions or catches      495—502
Sports games, replay cameras      472—478
Spread groups, for scheduling      300
Squad tactics      216—218
Squads, centralized organization      247—259
Squads, command styles      248—249
Squads, communication between members      240—241 264—265
Squads, decentralized organization      235—246
Squads, decentralized vs. centralized organization      233—234
Squads, defined and described      234
Squads, maneuver selection      251—252
Squads, member behaviors      243
Squads, situation analysis      249—251
Squads, squad-level AI vs. individual AI      247—248
Squads, tactics and emergent maneuvers      233—246
Squads, think loops for squad AI      236
stack frames      514
Stack machines, scripting interpreter engines      511—514
Stalling, real-time games      401
Standard Template Library (STL)      120 144
State Machine Language, debugging      326
State Machine Language, implementation of      314—320
State Machine Language, integrating into games      319—320
State Machine Language, macros      325—326
State Machine Language, messaging to enhance      321—329
state machines      see also "Finite state machines"
State machines, animal behavior simulation with      481—483
State thrashing      231 252
States, agents' awareness of global state      33
States, hierarchy of      32
States, state machine class      72
Statistics, defining agents' attributes with      34
Statistics, unit statistics tool      42
Steering      448 449—452 456—458
Stein, Noah, bio and contact info      xxxi
Still frame cameras      476
STL maps and multimaps      57—60 61—62
STL maps and multimaps as variables      65—68
Stochastic approximation      563 645
Storytelling      32
Storytelling, unpredictability in      530—540
Strategy      see "Tactical issues"
Strategy games      3—4
String-matching algorithm      587—591 594
Stupidity      39
Support duties      17
Surasmith, Smith, bio and contact info      xxxi
Surprise      17—18
Surprise, interest value of      616—617 622
Surprise, learning and      603
Surprise, reactive systems and      403
Swarms, an alternative to flocking      202—208
Swarms, an alternative to flocking, code listing, swarm update      206—208
Swarms, an alternative to flocking, initializing      203—204
Swarms, an alternative to flocking, termination of      205
Synchronization, out-of-sync networked games      123 129 444—445
Syntax, scripting languages      549—551
system requirements      654
Tabu search      563
Tactical issues      see also "Formations"
Tactical issues, analysis of enemy strength      225—227
Tactical issues, bounding overwatch pullback maneuver      253—259
Tactical issues, by-the-book strategies      225
Tactical issues, centralized squad tactics      247—259
Tactical issues, choice of next position      241—242
Tactical issues, decentralized squad tactics      233—246
Tactical issues, defensive strategies      229—230
Tactical issues, diagnostic tools      43—44
Tactical issues, engaging the enemy      221—232
Tactical issues, first-person shooter combat      388 391 392—393
Tactical issues, first-person shooter combat tactics      392—393
Tactical issues, fuzzy logic and      251—252
Tactical issues, maneuvers      233—246 251—252 253—259 269—271
Tactical issues, maximizing points of contact      227—229 231
Tactical issues, minimizing points of contact      229—230 231
Tactical issues, outflanking maneuver      267—269
Tactical issues, realistic tactical behaviors      266
Tactical issues, squad tactics      216—218 247—259
Tactical issues, state thrashing      231
Tactical issues, strategic dispositions      221—232
Tactical issues, strategy algorithms      224—227
Tactical issues, team-based AI decison making      263—264
Tactical issues, waypoints and strategic reasoning      211—220
Tactile subsystem, perceptual modeling      395
Targeting, aim points      413
Targeting, aiming errors      81—82 624—628
Targeting, missing (without stupidity)      413—414
Targeting, non-iterative solutions for      417
Targeting, opponent-selection problem      393
Targeting, radius testing      415—416
Targeting, ray-testing      414
Targeting, Response Curves and targeting errors      81—82
Targeting, to-hit roll, ranged weapons      411—412
Targeting, view current target diagnostic tool      43
Tasks, costs of      406—407
Tasks, execution of      301—302
Tasks, load balancing      298—304
Tasks, multiple tasks      407
tasks, scheduling      300—301
Team-based AI      see also "Squads"
Team-based AI, command hierarchy      260—261
Team-based AI, decision support routines for      261—263 267—268 269—270
Tech trees      353—355 404 409
Technical requirements checklist (TRC)      290
Templates, A* machines and      117—118 120
Terrain      see also "Pathfinding"
Terrain, A* engine and data storage      115
Terrain, Level-of-Detail and      420—421 423—324
Terrain, racetrack simplification techniques      445
Terrain, smart terrain      22—23 31
Testing phase      288
Testing phase for learning agents      617—619
Testing phase, role of testing department      616
Testing phase, test plan      618
Testing phase, tools for      619
Throttles      443 456—458 470—471
Time as a resource      24
Time, architectures for real-time games      290—297
Time, time costs for navigation      168—169
Time, time-ordered queues and task execution      301—302
Time, time-step errors in racing      444—445
Time, timed tasks      299—300
timeouts      32
tips      29—35
To-hit roll, ranged weapons      411—412
Tokens      506
Tools for testing phase      619
Tools, debugging tools      143
Tools, diagnostic toolsets      39—44
Tools, GUI tool for finite-state machine development      71—77
Tools, optimizing for A* pathfinding      133—134
Touch, perceptual modeling      395
Tozour, Paul, bio and contact info      xxxi
Training of N-Grams      599—600
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