1st Edition

Artificial Intelligence in Games

By Paul Roberts Copyright 2023
    310 Pages 348 Color Illustrations
    by CRC Press

    310 Pages 348 Color Illustrations
    by CRC Press

    This book covers all the necessary topics that a professional game AI programmer needs to know, from math and steering behaviours to terrain analysis, pathfinding and decision-making. Written to be easily accessible, each topic is accompanied by an example game that allows the reader to add their own code to see the effects their changes have.

    Each chapter is split into two parts. The first part covers the necessary theory in a friendly, conversational manner, using visual examples and fictional game scenarios to give additional context. The second part is a coding tutorial in C# for the topic at hand. Each chapter has its own example game available to download, written in C# in the Unity Game Engine.

    This book will be suitable for students and aspiring games programmers looking to gain a grounding in game AI techniques.

    Chapter 1 Introduction

    Chapter 2 Math

    Chapter 3 Steering Behaviours

    Chapter 4 Terrain Analysis

    Chapter 5 Pathfinding

    Chapter 6 Decision-Making

    Chapter 7 Fuzzy Logic

    Chapter 8 Chess AI

    Chapter 9 Genetic Algorithms

    Chapter 10 Neural Networks

    Biography

    Paul Roberts is a Lead AI Games Programmer who has worked for companies such as Activision, Team17, Traveller’s Tales and Sumo Digital. Credits include Call of Duty: Strike Team, Pitfall!, Worms Revolution and The Lego Movie: The Video Game.