Chapter Goal: An introduction to the book where goals and main topics are introduced to the reader.
Sub -Topics
1. What is AI?
2. AI in games
3. Intelligent agents
4. Knowledge representation
Chapter 2: Movements
Chapter Goal: Introducing the reader to steering and basic AI moving behaviors, in particular wandering and following the player.
Sub - Topics
1. Moving in a 2D world
2. Moving in a 3D world
3. Steering
4. Moving behaviors (wandering vs following)
5. A case study: car games
6. Project: mini car traffic simulator
Chapter 3: Pathfinding
Chapter Goal: Introducing the reader to pathfinding algorithms and problem-solving approaches.
Sub - Topics:
1. Graphs
2. Pathfinding algorithms: Dijkstra
3. Pathfinding algorithms: A*
4. World representation
5. Constraint Satisfaction Problems (CSP)
6. Improving on pathfinding
7. A case study: Warcraft
8. Project: Labyrinth
Chapter 4: Decision Making
Chapter Goal: How does AI takes decisions? In this chapter, the reader will understand how to implement the ability to reason and plan actions using data structures to represent knowledge and search algorithms to find the best sequence of actions.
Sub - Topics:
1. Decision trees
2. Finite-state machines (FSM)
3. Behavior trees
4. Fuzzy logic
5. Goal-oriented behavior
7. Rule-based systems
9. A case study: Halo
10. Project: Wumpus’ Cave Explorer
Chapter 5: Tactics and Strategy
Chapter Goal: Putting together all the knowledge acquired in the previous chapters to build intelligent agents that can perform well against the player.
Sub - Topics:
1. Putting things together: intelligent agents in action
2. Strategy planning
3. Tactical pathfinding
4. Coordination and tactics in PVE: ambushing the player
5. A case study: 007 Goldeneye
6. Project: Chess with guns
Sebastiano Cossu is a software engineer and game developer. He studied computer science at the University of Rome "La Sapienza". He is currently working as Game UI Developer at Feral Interactive Ltd. in London. He wrote the Apress book, Game Development with GameMaker Studio 2.
Game developers will use this book to gain a basic knowledge of programming artificial intelligence using Unity and C#. You will not be bored learning the theory underpinning AI. Instead, you will learn by experience and practice, and complete an engaging project in each chapter.
AI is the one of the most popular subjects in gaming today, ranging from controlling the behavior of non-player characters to procedural generated levels. This book starts with an introduction to AI and its use in games. Basic moving behaviors and pathfinding are covered, and then you move through more complex concepts of pathfinding and decision making.
You will:
Understand the fundamentals of AI
Create gameplay-based AI to address navigation and decision-making problems
Put into practice graph theory and behavior models
Address pathfinding problems
Use the A* algorithm, the deus ex machina of pathfinding algorithms