{"title":"游戏中的人工智能","authors":"I. Millington","doi":"10.1201/9781315375229","DOIUrl":null,"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":0.0000,"publicationDate":"2006-06-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"524","resultStr":"{\"title\":\"Artificial Intelligence for Games\",\"authors\":\"I. 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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\":0.0000,\"publicationDate\":\"2006-06-21\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"524\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"The Morgan Kaufmann series in interactive 3D technology\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1201/9781315375229\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"The Morgan Kaufmann series in interactive 3D technology","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1201/9781315375229","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
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