Xavier Lamorlette

Artificial Intelligence for Games

Notes de lecture sur le livre “Artificial Intelligence for Games” de John Funge et Ian Millington.

Artificial Intelligence for Games book

Sommaire :

1 Introduction

1.2 Model of Game AI

1.2.3 Strategy

strategy: overall approach used by a group of characters
Vs decision making: for one character on his own
Decision making is influenced by strategy.

2 Game AI

2.2 The Kind of AI in Games

2.2.2 Heuristics

heuristic: rule of thumb, approximate solution that might work in many situations

common heuristics:

3 Movement

3.1 The Basics of Movement Algorithms

vocabulary:

wandering:

3.2 Kinematic Movement Algorithms

3.2.2 Wandering
To return a random number between -1 and +1 where values around 0 are more likely:
def random_binomial:
    return random() - random()

3.3 Steering Behaviors

3.3.14 Collison Avoidance

For rapidly calculating potential collisions when there are many characters:

Time of closest approach between moving character and moving target:

3.3.15 Obstacle and Wall Avoidance
To avoid complex objects (that cannot be represented by a sphere) such as walls:

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