Artificial Intelligence for Games
Focal Press US (Verlag)
978-0-12-497782-2 (ISBN)
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Creating robust artificial intelligence is one of the greatest challenges for game developers. The commercial success of a game is often dependent upon the quality of the AI, yet the engineering of AI is often begun late in the development process and is frequently misunderstood.
In this book, Ian Millington brings extensive professional experience to the problem of improving the quality of AI in games. A game developer since 1987, he was founder of Mindlathe Ltd., at the time the largest specialist AI company in gaming. Ian shows how to think about AI as an integral part of game play.
He describes numerous examples from real games and explores the underlying ideas through detailed case studies. He goes further to introduce many techniques little used by developers today. The book's CD-ROM contains a library of C++ source code and demonstration programs, and provides access to a website with a complete commercial source code library of AI algorithms and techniques.
Ian Millington is a partner of IPR Ventures, a consulting company developing next-generation AI technologies for entertainment, modeling, and simulation. Previously he founded Mindlathe Ltd, the largest specialist AI middleware company in computer games, working with on a huge range of game genres and technologies. He has a long background in AI, including PhD research in complexity theory and natural computing. He has published academic and professional papers and articles on topics ranging from paleontology to hypertext.
About the Author
CONTENTS
LIST OF FIGURES
PREFACE
ACKNOWLEDGMENTS
About the CD-ROM
PART I AI AND GAMES
1 INTRODUCTION
1.1 WHAT IS AI?
1.1.1 Academic AI
1.1.2 Game AI
1.2 MY MODEL OF GAME AI
1.2.1 Movement
1.2.2 Decision Making
1.2.3 Strategy
1.2.4 Infrastructure
1.2.5 Agent-Based AI
1.2.6 In the Book
1.3 ALGORITHMS, DATA STRUCTURES, AND REPRESENTATIONS
1.3.1 Algorithms
1.3.2 Representations
1.4 ON THE CD
1.4.1 Programs
1.4.2 Libraries
1.5 LAYOUT OF THE BOOK
2 GAME AI
2.1 THE COMPLEXITY FALLACY
2.1.1 When Simple Things Look Good
2.1.2 When Complex Things Look Bad
2.1.3 The Perception Window
2.1.4 Changes of Behavior
2.2 THE KIND OF AI IN GAMES
2.2.1 Hacks
2.2.2 Heuristics
2.2.3 Algorithms
2.3 SPEED AND MEMORY
2.3.1 Processor Issues
2.3.2 Memory Concerns
2.3.3 PC Constraints
2.3.4 Console Constraints
2.4 THE AI ENGINE
2.4.1 Structure of an AI Engine
2.4.2 Toolchain Concerns
2.4.3 Putting It All Together
PART II TECHNIQUES
3 MOVEMENT
3.1 THE BASICS OF MOVEMENT ALGORITHMS
3.1.1 Two-Dimensional Movement
3.1.2 Statics
3.1.3 Kinematics
3.2 KINEMATIC MOVEMENT ALGORITHMS
3.2.1 Seek
3.2.2 Wandering
3.2.3 On the CD
3.3 STEERING BEHAVIORS
3.3.1 Steering Basics
3.3.2 Variable Matching
3.3.3 Seek and Flee
3.3.4 Arrive
3.3.5 Align
3.3.6 Velocity Matching
3.3.7 Delegated Behaviors
3.3.8 Pursue and Evade
3.3.9 Face
3.3.10 Looking Where You're Going
3.3.11 Wander
3.3.12 Path Following
3.3.13 Separation
3.3.14 Collision Avoidance
3.3.15 Obstacle and Wall Avoidance
3.3.16 Summary
3.4 COMBINING STEERING BEHAVIORS
3.4.1 Blending and Arbitration
3.4.2 Weighted Blending
3.4.3 Priorities
3.4.4 Cooperative Arbitration
3.4.5 Steering Pipeline
3.5 PREDICTING PHYSICS
3.5.1 Aiming and Shooting
3.5.2 Projectile Trajectory
3.5.3 The Firing Solution
3.5.4 Projectiles with Drag
3.5.5 Iterative Targeting
3.6 JUMPING
3.6.1 Jump Points
3.6.2 Landing Pads
3.6.3 Hole Fillers
3.7 COORDINATED MOVEMENT
3.7.1 Fixed Formations
3.7.2 Scalable Formations
3.7.3 Emergent Formations
3.7.4 Two-Level Formation Steering
3.7.5 Implementation
3.7.6 Extending to More than Two Levels
3.7.7 Slot Roles and Better Assignment
3.7.8 Slot Assignment
3.7.9 Dynamic Slots and Plays
3.7.10 Tactical Movement
3.8 MOTOR CONTROL
3.8.1 Output Filtering
3.8.2 Capability-Sensitive Steering
3.8.3 Common Actuation Properties
3.9 MOVEMENT IN THE THIRD DIMENSION
3.9.1 Rotation in Three Dimensions
3.9.2 Converting Steering Behaviors to Three Dimensions
3.9.3 Align
3.9.4 Align to Vector
3.9.5 Face
3.9.6 Look Where You're Going
3.9.7 Wander
3.9.8 Faking Rotation Axes
4 PATHFINDING
4.1 THE PATHFINDING GRAPH
4.1.1 Graphs
4.1.2 Weighted Graphs
4.1.3 Directed Weighted Graphs
4.1.4 Terminology
4.1.5 Representation
4.2 DIJKSTRA
4.2.1 The Problem
4.2.2 The Algorithm
4.2.3 Pseudo-Code
4.2.4 Data Structures and Interfaces
4.2.5 Performance of Dijkstra
4.2.6 Weaknesses
4.3 A*
4.3.1 The Problem
4.3.2 The Algorithm
4.3.3 Pseudo-Code
4.3.4 Data Structures and Interfaces
4.3.5 Implementation Notes
4.3.6 Algorithm Performance
4.3.7 Node Array A*
4.3.8 Choosing a Heuristic
4.4 WORLD REPRESENTATIONS
4.4.1 Tile Graphs
4.4.2 Dirichlet Domains
4.4.3 Points of Visibility
4.4.4 Polygonal Meshes
4.4.5 Non-Translational Problems
4.4.6 Cost Functions
4.4.7 Path Smoothing
4.5 IMPROVING ON A*
4.6 HIERARCHICAL PATHFINDING
4.6.1 The Hierarchical Pathfinding Graph
4.6.2 Pathfinding on the Hierarchical Graph
4.6.3 Hierarchical Pathfinding on Exclusions
4.6.4 Strange Effects of Hierarchies on Pathfinding
4.6.5 Instanced Geometry
4.7 OTHER IDEAS IN PATHFINDING
4.7.1 Open Goal Pathfinding
4.7.2 Dynamic Pathfinding
4.7.3 Other Kinds of Information Reuse
4.7.4 Low Memory Algorithms
4.7.5 Interruptible Pathfinding
4.7.6 Pooling Planners
4.8 CONTINUOUS TIME PATHFINDING
4.8.1 The Problem
4.8.2 The Algorithm
4.8.3 Implementation Notes
4.8.4 Performance
4.8.5 Weaknesses
4.9 MOVEMENT PLANNING
4.9.1 Animations
4.9.2 Movement Planning
4.9.3 Example
4.9.4 Footfalls
5 DECISION MAKING
5.1 OVERVIEW OF DECISION MAKING
5.2 DECISION TREES
5.2.1 The Problem
5.2.2 The Algorithm
5.2.3 Pseudo-Code
5.2.4 On the CD
5.2.5 Knowledge Representation
5.2.6 Implementation Nodes
5.2.7 Performance of Decision Trees
5.2.8 Balancing the Tree
5.2.9 Beyond the Tree
5.2.10 Random Decision Trees
5.3 STATE MACHINES
5.3.1 The Problem
5.3.2 The Algorithm
5.3.3 Pseudo-Code
5.3.4 Data Structures and Interfaces
5.3.5 On the CD
5.3.6 Performance
5.3.7 Implementation Notes
5.3.8 Hard-Coded FSM
5.3.9 Hierarchical State Machines
5.3.10 Combining Decision Trees and State Machines
5.4 FUZZY LOGIC
5.4.1 Introduction to Fuzzy Logic
5.4.2 Fuzzy Logic Decision Making
5.4.3 Fuzzy State Machines
5.5 MARKOV SYSTEMS
5.5.1 Markov Processes
5.5.2 Markov State Machine
5.6 GOAL-ORIENTED BEHAVIOR
5.6.1 Goal-Oriented Behavior
5.6.2 Simple Selection
5.6.3 Overall Utility
5.6.4 Timing
5.6.5 Overall Utility GOAP
5.6.6 GOAP with IDA*
5.6.7 Smelly GOB
5.7 RULE-BASED SYSTEMS
5.7.1 The Problem
5.7.2 The Algorithm
5.7.3 Pseudo-Code
5.7.4 Data Structures and Interfaces
5.7.5 Implementation Notes
5.7.6 Rule Arbitration
5.7.7 Unification
5.7.8 Rete
5.7.9 Extensions
5.7.10 Where Next
5.8 BLACKBOARD ARCHITECTURES
5.8.1 The Problem
5.8.2 The Algorithm
5.8.3 Pseudo-Code
5.8.4 Data Structures and Interfaces
5.8.5 Performance
5.8.6 Other Things Are Blackboard Systems
5.9 SCRIPTING
5.9.1 Language Facilities
5.9.2 Embedding
5.9.3 Choosing a Language
5.9.4 A Language Selection
5.9.5 Rolling Your Own
5.9.6 Scripting Languages and Other AI
5.10 ACTION EXECUTION
5.10.1 Types of Action
5.10.2 The Algorithm
5.10.3 Pseudo-Code
5.10.4 Data Structures and Interfaces
5.10.5 Implementation Notes
5.10.6 Performance
5.10.7 Putting It All Together
6 TACTICAL AND STRATEGIC AI
6.1 WAYPOINT TACTICS
6.1.1 Tactical Locations
6.1.2 Using Tactical Locations
6.1.3 Generating the Tactical Properties of a Waypoint
6.1.4 Automatically Generating the Waypoints
6.1.5 The Condensation Algorithm
6.2 TACTICAL ANALYSES
6.2.1 Representing the Game Level
6.2.2 Simple Influence Maps
6.2.3 Terrain Analysis
6.2.4 Learning with Tactical Analyses
6.2.5 A Structure for Tactical Analyses
6.2.6 Map Flooding
6.2.7 Convolution Filters
6.2.8 Cellular Automata
6.3 TACTICAL PATHFINDING
6.3.1 The Cost Function
6.3.2 Tactic Weights and Concern Blending
6.3.3 Modifying the Pathfinding Heuristic
6.3.4 Tactical Graphs for Pathfinding
6.3.5 Using Tactical Waypoints
6.4 COORDINATED ACTION
6.4.1 Multi-Tier AI
6.4.2 Emergent Cooperation
6.4.3 Scripting Group Actions
6.4.4 Military Tactics
7 LEARNING
7.1 LEARNING BASICS
7.1.1 Online or Offline Learning
7.1.2 Intra-Behavior Learning
7.1.3 Inter-Behavior Learning
7.1.4 A Warning
7.1.5 Over-learning
7.1.6 The Zoo of Learning Algorithms
7.1.7 The Balance of Effort
7.2 PARAMETER MODIFICATION
7.2.1 The Parameter Landscape
7.2.2 Hill Climbing
7.2.3 Extensions to Basic Hill Climbing
7.2.4 Annealing
7.3 ACTION PREDICTION
7.3.1 Left or Right
7.3.2 Raw Probability
7.3.3 String Matching
7.3.4 N-Grams
7.3.5 Window Size
7.3.6 Hierarchical N-Grams
7.3.7 Application in Combat
7.4 DECISION LEARNING
7.4.1 Structure of Decision Learning
7.4.2 What Should You Learn?
7.4.3 Three Techniques
7.5 DECISION TREE LEARNING
7.5.1 ID3
7.5.2 ID3 with Continuous Attributes
7.5.3 Incremental Decision Tree Learning
7.6 REINFORCEMENT LEARNING
7.6.1 The Problem
7.6.2 The Algorithm
7.6.3 Pseudo-Code
7.6.4 Data Structures and Interfaces
7.6.5 Implementation Notes
7.6.6 Performance
7.6.7 Tailoring Parameters
7.6.8 Weaknesses and Realistic Applications
7.6.9 Other Ideas in Reinforcement Learning
7.7 ARTIFICIAL NEURAL NETWORKS
7.7.1 Overview
7.7.2 The Problem
7.7.3 The Algorithm
7.7.4 Pseudo-Code
7.7.5 Data Structures and Interfaces
7.7.6 Implementation Caveats
7.7.7 Performance
7.7.8 Other Approaches
8 BOARD GAMES
8.1 GAME THEORY
8.1.1 Types of Games
8.1.2 The Game Tree
8.2 MINIMAXING
8.2.1 The Static Evaluation Function
8.2.2 Minimaxing
8.2.3 The Minimaxing Algorithm
8.2.4 Negamaxing
8.2.5 AB Pruning
8.2.6 The AB Search Window
8.2.7 Negascout
8.3 TRANSPOSITION TABLES AND MEMORY
8.3.1 Hashing Game States
8.3.2 What to Store in the Table
8.3.3 Hash Table Implementation
8.3.4 Replacement Strategies
8.3.5 A Complete Transposition Table
8.3.6 Transposition Table Issues
8.3.7 Using Opponent's Thinking Time
8.4 MEMORY-ENHANCED TEST ALGORITHMS
8.4.1 Implementing Test
8.4.2 The MTD Algorithm
8.4.3 Pseudo-Code
8.5 OPENING BOOKS AND OTHER SET PLAYS
8.5.1 Implementing an Opening Book
8.5.2 Learning for Opening Books
8.5.3 Set Play Books
8.6 FURTHER OPTIMIZATIONS
8.6.1 Iterative Deepening
8.6.2 Variable Depth Approaches
8.7 TURN-BASED STRATEGY GAMES
8.7.1 Impossible Tree Size
8.7.2 Real-Time AI in a Turn-Based Game
PART III SUPPORTING TECHNOLOGIES
9 EXECUTION MANAGEMENT
9.1 SCHEDULING
9.1.1 The Scheduler
9.1.2 Interruptible Processes
9.1.3 Load-Balancing Scheduler
9.1.4 Hierarchical Scheduling
9.1.5 Priority Scheduling
9.2 ANYTIME ALGORITHMS
9.3 LEVEL OF DETAIL
9.3.1 Graphics Level of Detail
9.3.2 AI LOD
9.3.3 Scheduling LOD
9.3.4 Behavioral LOD
9.3.5 Group LOD
9.3.6 In Summary
10 WORLD INTERFACING
10.1 COMMUNICATION
10.2 GETTING KNOWLEDGE EFFICIENTLY
10.2.1 Polling
10.2.2 Events
10.2.3 Determining What Approach to Use
10.3 EVENT MANAGERS
10.3.1 Implementation
10.3.2 Event Casting
10.3.3 Inter-Agent Communication
10.4 POLLING STATIONS
10.4.1 Pseudo-Code
10.4.2 Performance
10.4.3 Implementation Notes
10.4.4 Abstract Polling
10.5 SENSE MANAGEMENT
10.5.1 Faking It
10.5.2 What Do I Know?
10.5.3 Sensory Modalities
10.5.4 Region Sense Manager
10.5.5 Finite Element Model Sense Manager
11 TOOLS AND CONTENT CREATION
11.0.1 Toolchains Limit AI
11.0.2 Where AI Knowledge Comes from
11.1 KNOWLEDGE FOR PATHFINDING AND WAYPOINT TACTICS
11.1.1 Manually Creating Region Data
11.1.2 Automatic Graph Creation
11.1.3 Geometric Analysis
11.1.4 Data Mining
11.2 KNOWLEDGE FOR MOVEMENT
11.2.1 Obstacles
11.2.2 High-Level Staging
11.3 KNOWLEDGE FOR DECISION MAKING
11.3.1 Object Types
11.3.2 Concrete Actions
11.4 THE TOOLCHAIN
11.4.1 Data-Driven Editors
11.4.2 AI Design Tools
11.4.3 Remote Debugging
11.4.4 Plug-Ins
PART IV DESIGNING GAME AI
12 DESIGNING GAME AI
12.1 THE DESIGN
12.1.1 Example
12.1.2 Evaluating the Behaviors
12.1.3 Selecting Techniques
12.1.4 The Scope of One Game
12.2 SHOOTERS
12.2.1 Movement and Firing
12.2.2 Decision Making
12.2.3 Perception
12.2.4 Pathfinding and Tactical AI
12.2.5 Shooter-Like Games
12.3 DRIVING
12.3.1 Movement
12.3.2 Pathfinding and Tactical AI
12.3.3 Driving-Like Games
12.4 REAL-TIME STRATEGY
12.4.1 Pathfinding
12.4.2 Group Movement
12.4.3 Tactical and Strategic AI
12.4.4 Decision Making
12.5 SPORTS
12.5.1 Physics Prediction
12.5.2 Playbooks and Content Creation
12.6 TURN-BASED STRATEGY GAMES
12.6.1 Timing
12.6.2 Helping the Player
13 AI-BASED GAME GENRES
13.1 TEACHING CHARACTERS
13.1.1 Representing Actions
13.1.2 Representing the World
13.1.3 Learning Mechanism
13.1.4 Predictable Mental Models and Pathological States
13.2 FLOCKING AND HERDING GAMES
13.2.1 Making the Creatures
13.2.2 Tuning Steering for Interactivity
13.2.3 Steering Behavior Stability
13.2.4 Ecosystem Design
APPENDIX
A REFERENCES
A.1 BOOKS, PERIODICALS, AND PAPERS
A.2 GAMES
INDEX
Erscheint lt. Verlag | 28.7.2006 |
---|---|
Reihe/Serie | The Morgan Kaufmann Series in Interactive 3D Technology |
Verlagsort | Burlington |
Sprache | englisch |
Maße | 190 x 234 mm |
Gewicht | 1497 g |
Themenwelt | Informatik ► Theorie / Studium ► Künstliche Intelligenz / Robotik |
Informatik ► Weitere Themen ► Computerspiele | |
ISBN-10 | 0-12-497782-0 / 0124977820 |
ISBN-13 | 978-0-12-497782-2 / 9780124977822 |
Zustand | Neuware |
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