Год издания: 2004
Количество страниц: 160
В продаже с 18.01.2012
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This book provides a comprehensive introduction to the use of artificial intelligence (AI) in computer games. The author concentrates on the techniques and strategies for developing efficient AI engines for gaming applications. Building on fundamental principles of artificial intelligence, the author explains how to create nonplayer characters (NPCs) with progressively more sophisticated capabilities. Starting with the basic capability of acting in the game world, the book explains how to develop NPCs who can perceive, remember what they perceive, and then to continue in the game play to think about the effects of possible actions and finally to learn from their experience. The author considers the system architecture and explains how to implement potential behaviors (both reactive and deliberate) for intelligent and responsive NPCs allowing for games that are more fun and engaging.