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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 |
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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