Artificial Intelligence for Games

I. Millington
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引用次数: 524

Abstract

AI and Games Introduction What Is AI? Model of Game AI Algorithms, Data Structures, and Representations On the Website Layout of the Book Game AI The Complexity Fallacy The Kind of AI in Games Speed and Memory The AI Engine Techniques Movement The Basics of Movement Algorithms Kinematic Movement Algorithms Steering Behaviors Combining Steering Behaviors Predicting Physics Jumping Coordinated Movement Motor Control Movement in the Third Dimension Pathfinding The Pathfinding Graph Dijkstra A* World Representations Improving on A* Hierarchical Pathfinding Other Ideas in Pathfinding Continuous Time Pathfinding Movement Planning Decision Making Overview of Decision Making Decision Trees State Machines Behavior Trees Fuzzy Logic Markov Systems Goal-Oriented Behavior Rule-Based Systems Blackboard Architectures Scripting Action Execution Tactical and Strategic AI Waypoint Tactics Tactical Analyses Tactical Pathfinding Coordinated Action Learning Learning Basics Parameter Modification Action Prediction Decision Learning Naive Bayes Classifiers Decision Tree Learning Reinforcement Learning Artificial Neural Networks Board Games Game Theory Minimaxing Transposition Tables and Memory Memory-Enhanced Test Algorithms Opening Books and Other Set Plays Further Optimizations Turn-Based Strategy Games Supporting Technologies Execution Management Scheduling Anytime Algorithms Level of Detail World Interfacing Communication Getting Knowledge Efficiently Event Managers Polling Stations Sense Management Tools and Content Creation Knowledge for Pathfinding and Waypoint Tactics Knowledge for Movement Knowledge for Decision Making The Toolchain Designing Game AI Designing Game AI The Design Shooters Driving Real-Time Strategy Sports Turn-Based Strategy Games AI-Based Game Genres Teaching Characters Flocking and Herding Games Appendix Books, Periodicals, and Papers Games
游戏中的人工智能
什么是AI?游戏AI算法模型,数据结构,游戏网站布局中的AI复杂性谬误游戏中的AI类型速度和内存AI引擎技术运动运动算法基础运动学运动算法转向行为组合转向行为预测物理跳跃协调运动运动控制三维寻路寻路图Dijkstra A*世界表示改进A*层次寻路其他思想寻路连续时间寻路运动规划决策决策概述决策树状态机行为树模糊逻辑马尔可夫系统目标导向行为基于规则的系统黑板架构脚本动作执行战术和战略人工智能路点战术战术分析战术寻路协调动作学习学习基础参数修改动作预测决策学习朴素贝叶斯分类器决策树学习强化学习人工神经网络棋盘游戏博弈论最小化换位表和内存内存增强测试算法打开书籍和其他游戏集进一步优化回合制策略游戏支持技术执行管理调度随时算法细节级别世界接口通信有效获取知识事件管理轮询站感知管理工具和内容创建知识寻路和路点设计游戏AI设计游戏AI设计射击游戏驱动即时策略运动回合制策略游戏基于AI的游戏类型教学角色群聚游戏附录书籍、期刊和论文游戏
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