Xavier Lamorlette

Artificial Intelligence for Games

Notes de lecture sur le livre “Artificial Intelligence for Games” de John Funge et Ian Millington (disponible sur Safari et Amazon).

Artificial Intelligence for Games book

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 calculatinm 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:

La dernière mise à jour de cette page date de décembre 2017.

Le contenu de ce site est, en tant qu'œuvre originale de l'esprit, protégé par le droit d'auteur.
Pour tout commentaire, vous pouvez m'écrire à xavier.lamorlette@gmail.com.