{"title":"Artificial Intelligence for Games","authors":"I. Millington","doi":"10.1201/9781315375229","DOIUrl":"https://doi.org/10.1201/9781315375229","url":null,"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","PeriodicalId":299217,"journal":{"name":"The Morgan Kaufmann series in interactive 3D technology","volume":"16 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2006-06-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127799229","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"3D game engine architecture - engineering real-time applications with wild magic","authors":"D. Eberly","doi":"10.1201/9781482267310","DOIUrl":"https://doi.org/10.1201/9781482267310","url":null,"abstract":"* About the Author* Preface*Chapter 1 Introduction*1.1 Drawing a Triangle*1.2 Drawing a Triangle Mesh*1.3 Drawing a Complicated Scene*1.4 Abstraction of Systems*Chapter 2 Core Systems*2.1 The Low-Level System*2.1.1 Basic Data Structures*2.1.2 Encapsulating Platform-Specific Concepts*2.1.3 Endianness*2.1.4 System Time*2.1.5 File Handling*2.1.6 Memory Allocation and Deallocation*2.2 The Mathematics System*2.2.1 Basic Mathematics Functions*2.2.2 Fast Functions*2.2.3 Vectors*2.2.4 Matrices*2.2.5 Quaternions*2.2.6 Lines and Planes*2.2.7 Colors*2.3 The Object System*2.3.1 Run-Time Type Information*2.3.2 Names and Unique Identifiers*2.3.3 Sharing and Smart Pointers*2.3.4 Controllers*2.3.5 Streaming*2.3.6 Cloning*2.3.7 String Trees*2.3.8 Initialization and Termination*Chapter 3 Scene Graphs and Renderers*3.1 The Core Classes*3.1.1 Motivation for the Classes*3.1.2 Spatial Hierarchy Design*3.1.3 Instancing*3.2 Geometric State*3.2.1 Transformations*3.2.2 Bounding Volumes*3.2.3 The Core Classes and Geometric Updates*3.3 Geometric Types*3.3.1 Points*3.3.2 Line Segments*3.3.3 Triangle Meshes*3.3.4 Particles*3.4 Render State*3.4.1 Global State*3.4.2 Lights*3.4.3 Textures*3.4.4 Multitexturing*3.4.5 Effects*3.4.6 The Core Classes and Render State Updates*3.5 Renderers and Cameras*3.5.1 Camera Models*3.5.2 Basic Architecture for Rendering*3.5.3 Single-Pass Drawing*3.5.4 The DrawPrimitive Function*3.5.5 Cached Textures and Vertex Attributes*3.5.6 Global Effects and Multipass Support*Chapter 4 Advanced Scene Graph Topics*4.1 Level of Detail*4.1.1 Billboards*4.1.2 Display of Particles*4.1.3 Discrete Level of Detail*4.1.4 Continuous Level of Detail*4.1.5 Infinite Level of Detail*4.2 Sorting*4.2.1 Binary Space Partitioning Trees*4.2.2 Portals*4.2.3 Sorting Children of a Node*4.2.4 Deferred Drawing*4.3 Curves and Surfaces*4.3.1 Parametric Curves*4.3.2 Parametric Surfaces*4.3.3 Curve Tessellation by Subdivision*4.3.4 Surface Tessellation by Subdivision*4.4 Terrain*4.4.1 Data Representations*4.4.2 Level of Detail*4.4.3 Terrain Pages and Memory Management*4.5 Controllers and Animation*4.5.1 Keyframe Animation*4.5.2 Morphing*4.5.3 Points and Particles*4.5.4 Skin and Bones*4.5.5 Inverse Kinematics*Chapter 5 Advanced Rendering Topics*5.1 Special Effects Using the Fixed-Function Pipeline*5.1.1 Vertex Coloring*5.1.2 Single Textures*5.1.3 Dark Maps*5.1.4 Light Maps*5.1.5 Gloss Maps*5.1.6 Bump Maps*5.1.7 Environment Maps*5.1.8 Projected Textures*5.1.9 Planar Shadows*5.1.10 Planar Reflection*5.2 Special Effects Using Vertex and Pixel Shaders*5.2.1 Scene Graph Support*5.2.2 Renderer Support*5.2.3 Automatic Source Code Generation*Chapter 6 Collision Detection*6.1 Distance-Based Methods*6.1.1 A Plan of Attack*6.1.2 Root Finding Using Newton's Method*6.1.3 Root Finding Using Bisection*6.1.4 Hybrid Root Finding*6.1.5 An Abstract Interface for Distance Calculations*6.2 Intersection-Based Methods*6.2.1 An Abstract Interface for Intersection Queries*6.3 Line-Object Intersection*6.3.1 Inte","PeriodicalId":299217,"journal":{"name":"The Morgan Kaufmann series in interactive 3D technology","volume":"18 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2004-12-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127950982","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}