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Book AI for Games and Animation

Download or read book AI for Games and Animation written by John David Funge and published by A K Peters, Ltd.. This book was released on 1999 with total page 250 pages. Available in PDF, EPUB and Kindle. Book excerpt: John Funge introduces a new approach to creating autonomous characters. Cognitive modeling provides computer-animated characters with logic, reasoning, and planning skills. Individual chapters in the book provide concrete examples of advanced character animation, automated cinematography, and a real-time computer game. Source code, animations, images, and other resources are available at the book's website, listed below.

Book AI for Games

    Book Details:
  • Author : Ian Millington
  • Publisher : CRC Press
  • Release : 2021-11-16
  • ISBN : 1000475514
  • Pages : 84 pages

Download or read book AI for Games written by Ian Millington and published by CRC Press. This book was released on 2021-11-16 with total page 84 pages. Available in PDF, EPUB and Kindle. Book excerpt: What is artificial intelligence? How is artificial intelligence used in game development? Game development lives in its own technical world. It has its own idioms, skills, and challenges. That’s one of the reasons games are so much fun to work on. Each game has its own rules, its own aesthetic, and its own trade-offs, and the hardware it will run on keeps changing. AI for Games is designed to help you understand one element of game development: artificial intelligence (AI).

Book Deep Learning in Gaming and Animations

Download or read book Deep Learning in Gaming and Animations written by Vikas Chaudhary and published by CRC Press. This book was released on 2021-12-07 with total page 180 pages. Available in PDF, EPUB and Kindle. Book excerpt: Over the last decade, progress in deep learning has had a profound and transformational effect on many complex problems, including speech recognition, machine translation, natural language understanding, and computer vision. As a result, computers can now achieve human-competitive performance in a wide range of perception and recognition tasks. Many of these systems are now available to the programmer via a range of so-called cognitive services. More recently, deep reinforcement learning has achieved ground-breaking success in several complex challenges. This book makes an enormous contribution to this beautiful, vibrant area of study: an area that is developing rapidly both in breadth and depth. Deep learning can cope with a broader range of tasks (and perform those tasks to increasing levels of excellence). This book lays a good foundation for the core concepts and principles of deep learning in gaming and animation, walking you through the fundamental ideas with expert ease. This book progresses in a step-by-step manner. It reinforces theory with a full-fledged pedagogy designed to enhance students' understanding and offer them a practical insight into its applications. Also, some chapters introduce and cover novel ideas about how artificial intelligence (AI), deep learning, and machine learning have changed the world in gaming and animation. It gives us the idea that AI can also be applied in gaming, and there are limited textbooks in this area. This book comprehensively addresses all the aspects of AI and deep learning in gaming. Also, each chapter follows a similar structure so that students, teachers, and industry experts can orientate themselves within the text. There are few books in the field of gaming using AI. Deep Learning in Gaming and Animations teaches you how to apply the power of deep learning to build complex reasoning tasks. After being exposed to the foundations of machine and deep learning, you will use Python to build a bot and then teach it the game's rules. This book also focuses on how different technologies have revolutionized gaming and animation with various illustrations.

Book AI for Games and Animation

Download or read book AI for Games and Animation written by John David Funge and published by CRC Press. This book was released on 1999-07-22 with total page 288 pages. Available in PDF, EPUB and Kindle. Book excerpt: John Funge introduces a new approach to creating autonomous characters. Cognitive modeling provides computer-animated characters with logic, reasoning, and planning skills. Individual chapters in the book provide concrete examples of advanced character animation, automated cinematography, and a real-time computer game. Source code, animations, imag

Book Practical Game AI Programming

Download or read book Practical Game AI Programming written by Micael DaGraca and published by Packt Publishing Ltd. This book was released on 2017-06-30 with total page 341 pages. Available in PDF, EPUB and Kindle. Book excerpt: Jump into the world of Game AI development About This Book Move beyond using libraries to create smart game AI, and create your own AI projects from scratch Implement the latest algorithms for AI development and in-game interaction Customize your existing game AI and make it better and more efficient to improve your overall game performance Who This Book Is For This book is for game developers with a basic knowledge of game development techniques and some basic programming techniques in C# or C++. What You Will Learn Get to know the basics of how to create different AI for different type of games Know what to do when something interferes with the AI choices and how the AI should behave if that happens Plan the interaction between the AI character and the environment using Smart Zones or Triggering Events Use animations correctly, blending one animation into another and rather than stopping one animation and starting another Calculate the best options for the AI to move using Pruning Strategies, Wall Distances, Map Preprocess Implementation, and Forced Neighbours Create Theta algorithms to the AI to find short and realistic looking paths Add many characters into the same scene and make them behave like a realistic crowd In Detail The book starts with the basics examples of AI for different game genres and directly jumps into defining the probabilities and possibilities of the AI character to determine character movement. Next, you'll learn how AI characters should behave within the environment created. Moving on, you'll explore how to work with animations. You'll also plan and create pruning strategies, and create Theta algorithms to find short and realistic looking game paths. Next, you'll learn how the AI should behave when there is a lot of characters in the same scene. You'll explore which methods and algorithms, such as possibility maps, Forward Chaining Plan, Rete Algorithm, Pruning Strategies, Wall Distances, and Map Preprocess Implementation should be used on different occasions. You'll discover how to overcome some limitations, and how to deliver a better experience to the player. By the end of the book, you think differently about AI. Style and approach The book has a step-by-step tutorial style approach. The algorithms are explained by implementing them in #.

Book Artificial Intelligence for Computer Games

Download or read book Artificial Intelligence for Computer Games written by John David Funge and published by CRC Press. This book was released on 2004-07-29 with total page 160 pages. Available in PDF, EPUB and Kindle. Book excerpt: Learn to make games that are more fun and engaging! Building on fundamental principles of Artificial Intelligence, Funge explains how to create Non-Player Characters (NPCs) with progressively more sophisticated capabilities. Starting with the basic capability of acting in the game world, the book explains how to develop NPCs who can perceive, remem

Book Game AI Pro 2

    Book Details:
  • Author : Steven Rabin
  • Publisher : CRC Press
  • Release : 2015-04-17
  • ISBN : 1482254808
  • Pages : 577 pages

Download or read book Game AI Pro 2 written by Steven Rabin and published by CRC Press. This book was released on 2015-04-17 with total page 577 pages. Available in PDF, EPUB and Kindle. Book excerpt: Game AI Pro2: Collected Wisdom of Game AI Professionals presents cutting-edge tips, tricks, and techniques for artificial intelligence (AI) in games, drawn from developers of shipped commercial games as well as some of the best-known academics in the field. It contains knowledge, advice, hard-earned wisdom, and insights gathered from across the community of developers and researchers who have devoted themselves to game AI. In this book, 47 expert developers and researchers have come together to bring you their newest advances in game AI, along with twists on proven techniques that have shipped in some of the most successful commercial games of the last few years. The book provides a toolbox of proven techniques that can be applied to many common and not-so-common situations. It is written to be accessible to a broad range of readers. Beginners will find good general coverage of game AI techniques and a number of comprehensive overviews, while intermediate to expert professional game developers will find focused, deeply technical chapters on specific topics of interest to them. Covers a wide range of AI in games, with topics applicable to almost any game Touches on most, if not all, of the topics necessary to get started in game AI Provides real-life case studies of game AI in published commercial games Gives in-depth, technical solutions from some of the industry’s best-known games Includes downloadable demos and/or source code, available at http://www.gameaipro.com

Book Artificial Intelligence for Games

Download or read book Artificial Intelligence for Games written by Ian Millington and published by CRC Press. This book was released on 2018-12-14 with total page 898 pages. Available in PDF, EPUB and Kindle. Book excerpt: Creating robust artificial intelligence is one of the greatest challenges for game developers, yet the commercial success of a game is often dependent upon the quality of the AI. In this book, Ian Millington brings extensive professional experience to the problem of improving the quality of AI in games. 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 associated web site contains a library of C++ source code and demonstration programs, and a complete commercial source code library of AI algorithms and techniques. "Artificial Intelligence for Games - 2nd edition" will be highly useful to academics teaching courses on game AI, in that it includes exercises with each chapter. It will also include new and expanded coverage of the following: AI-oriented gameplay; Behavior driven AI; Casual games (puzzle games). Key Features * The first comprehensive, professional tutorial and reference to implement true AI in games written by an engineer with extensive industry experience. * Walks through the entire development process from beginning to end. * Includes examples from over 100 real games, 10 in-depth case studies, and web site with sample code.

Book AI for Games  Third Edition

    Book Details:
  • Author : Ian Millington
  • Publisher : CRC Press
  • Release : 2019-03-18
  • ISBN : 1351053280
  • Pages : 1050 pages

Download or read book AI for Games Third Edition written by Ian Millington and published by CRC Press. This book was released on 2019-03-18 with total page 1050 pages. Available in PDF, EPUB and Kindle. Book excerpt: AI is an integral part of every video game. This book helps professionals keep up with the constantly evolving technological advances in the fast growing game industry and equips students with up-to-date information they need to jumpstart their careers. This revised and updated Third Edition includes new techniques, algorithms, data structures and representations needed to create powerful AI in games. Key Features A comprehensive professional tutorial and reference to implement true AI in games Includes new exercises so readers can test their comprehension and understanding of the concepts and practices presented Revised and updated to cover new techniques and advances in AI Walks the reader through the entire game AI development process

Book Programming Game AI by Example

Download or read book Programming Game AI by Example written by Mat Buckland and published by Jones & Bartlett Learning. This book was released on 2005 with total page 522 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book describes in detail many of the AI techniques used in modern computer games, explicity shows how to implement these practical techniques within the framework of several game developers with a practical foundation to game AI.

Book Hands On C   Game Animation Programming

Download or read book Hands On C Game Animation Programming written by Gabor Szauer and published by Packt Publishing Ltd. This book was released on 2020-06-12 with total page 368 pages. Available in PDF, EPUB and Kindle. Book excerpt: Learn animation programming from first principles and implement modern animation techniques that can be integrated into any game development workflow Key FeaturesBuild a functional and production-ready modern animation system with complete features using C++Learn basic, advanced, and skinned animation programming with this step-by-step guideDiscover the math required to implement cutting edge animation techniques such as inverse kinematics and dual quaternionsBook Description Animation is one of the most important parts of any game. Modern animation systems work directly with track-driven animation and provide support for advanced techniques such as inverse kinematics (IK), blend trees, and dual quaternion skinning. This book will walk you through everything you need to get an optimized, production-ready animation system up and running, and contains all the code required to build the animation system. You’ll start by learning the basic principles, and then delve into the core topics of animation programming by building a curve-based skinned animation system. You’ll implement different skinning techniques and explore advanced animation topics such as IK, animation blending, dual quaternion skinning, and crowd rendering. The animation system you will build following this book can be easily integrated into your next game development project. The book is intended to be read from start to finish, although each chapter is self-contained and can be read independently as well. By the end of this book, you’ll have implemented a modern animation system and got to grips with optimization concepts and advanced animation techniques. What you will learnGet the hang of 3D vectors, matrices, and transforms, and their use in game developmentDiscover various techniques to smoothly blend animationsGet to grips with GLTF file format and its design decisions and data structuresDesign an animation system by using animation tracks and implementing skinningOptimize various aspects of animation systems such as skinned meshes, clip sampling, and pose palettesImplement the IK technique for your game characters using CCD and FABRIK solversUnderstand dual quaternion skinning and how to render large instanced crowdsWho this book is for This book is for professional, independent, and hobbyist developers interested in building a robust animation system from the ground up. Some knowledge of the C++ programming language will be helpful.

Book Game AI Pro 3

    Book Details:
  • Author : Steve Rabin
  • Publisher : CRC Press
  • Release : 2017-07-12
  • ISBN : 1498742599
  • Pages : 541 pages

Download or read book Game AI Pro 3 written by Steve Rabin and published by CRC Press. This book was released on 2017-07-12 with total page 541 pages. Available in PDF, EPUB and Kindle. Book excerpt: Game AI Pro3: Collected Wisdom of Game AI Professionals presents state-of-the-art tips, tricks, and techniques drawn from developers of shipped commercial games as well as some of the best-known academics in the field. This book acts as a toolbox of proven techniques coupled with the newest advances in game AI. These techniques can be applied to almost any game and include topics such as behavior trees, utility theory, path planning, character behavior, and tactical reasoning. KEY FEATURES Contains 42 chapters from 50 of the game industry’s top developers and researchers. Provides real-life case studies of game AI in published commercial games. Covers a wide range of AI in games, with topics applicable to almost any game. Includes downloadable demos and/or source code, available at http://www.gameaipro.com SECTION EDITORS Neil Kirby General Wisdom Alex Champandard Architecture Nathan Sturtevant Movement and Pathfinding Damian Isla Character Behavior Kevin Dill Tactics and Strategy; Odds and Ends

Book Practical Game AI Programming

Download or read book Practical Game AI Programming written by Micael DaGraca and published by . This book was released on 2017-05-31 with total page 376 pages. Available in PDF, EPUB and Kindle. Book excerpt: Create game AI and implement cutting edge AI algorithms from scratchAbout This Book* Move beyond using libraries for creating smart game AIs, create your own AI projects from scratch.* Implement latest algorithms for AI development and in-game interaction* Customize your existing game AIs and make them better and efficient and improve your overall game performance.Who This Book Is ForThe ideal target audience of this book will be game developers with a basic knowledge of game development techniques. They should know some basic programming techniques in wither C# or C++.What you will learn* Explore the vast game genres that exist* Get to know the basics of how to create different AI for different type of games* Discover the probabilities and possibilities of the AI character to determine moves taking in consideration the state of the player* Know what to do when something interferes with the AI choices and how the AI will behave if that happens* Plan the interaction between the AI character and the environment using Smart Zones or Triggering Events* Use animations correctly, blending one animation into another and rather than stopping one animation and starting another* Calculate the best options for the AI to move using Pruning Strategies, Wall Distances, Map Preprocess Implementation, and Forced NeighboursIn DetailA smart and diverse game AI is considered to be one of the main pillars of a successful game. This book will help you to get inside game AI programming, implement latest cutting edge algorithms with C#, and finally help you create effective and interesting AI for your game projects.The book starts with the basics examples of AI for different game genres and directly jumps into defining the probabilities and possibilities of the AI character to do determine character movement. Next, you'll learn how AI character should behave within the environment created.Moving on, you'll explore how to work with the animations. You'll also plan and create pruning strategies, and create Theta Algorithms to find short and realistic looking game paths. Next, you'll learn how the AI should behave when having a lot of characters in the same scene.You'll explore what methods and algorithms, such as possibility maps, Forward Chaining Plan, Rete Algorithm, Pruning Strategies, Wall Distances, and Map Preprocess Implementation should be used on different occasions, how to overcome some limitations, and how to deliver a better experience to the player. By the end of the book, you would be able to think differently about AI.

Book Artificial Intelligence and Games

Download or read book Artificial Intelligence and Games written by Georgios N. Yannakakis and published by Springer. This book was released on 2018-02-17 with total page 337 pages. Available in PDF, EPUB and Kindle. Book excerpt: This is the first textbook dedicated to explaining how artificial intelligence (AI) techniques can be used in and for games. After introductory chapters that explain the background and key techniques in AI and games, the authors explain how to use AI to play games, to generate content for games and to model players. The book will be suitable for undergraduate and graduate courses in games, artificial intelligence, design, human-computer interaction, and computational intelligence, and also for self-study by industrial game developers and practitioners. The authors have developed a website (http://www.gameaibook.org) that complements the material covered in the book with up-to-date exercises, lecture slides and reading.

Book Learning Game AI Programming with Lua

Download or read book Learning Game AI Programming with Lua written by David Young and published by Packt Publishing Ltd. This book was released on 2014-11-28 with total page 571 pages. Available in PDF, EPUB and Kindle. Book excerpt: If you are a game developer or a general programmer who wishes to focus on programming systems and techniques to build your game AI without creating low-level interfaces in a game engine, then this book is for you. Knowledge of C++ will come in handy to debug the entirety of the AI sandbox and expand on the features present within the book, but it is not required.

Book AI for Game Developers

    Book Details:
  • Author : David M Bourg
  • Publisher : "O'Reilly Media, Inc."
  • Release : 2004-07-23
  • ISBN : 1491900105
  • Pages : 392 pages

Download or read book AI for Game Developers written by David M Bourg and published by "O'Reilly Media, Inc.". This book was released on 2004-07-23 with total page 392 pages. Available in PDF, EPUB and Kindle. Book excerpt: Advances in 3D visualization and physics-based simulation technology make it possible for game developers to create compelling, visually immersive gaming environments that were only dreamed of years ago. But today's game players have grown in sophistication along with the games they play. It's no longer enough to wow your players with dazzling graphics; the next step in creating even more immersive games is improved artificial intelligence, or AI.Fortunately, advanced AI game techniques are within the grasp of every game developer--not just those who dedicate their careers to AI. If you're new to game programming or if you're an experienced game programmer who needs to get up to speed quickly on AI techniques, you'll find AI for Game Developers to be the perfect starting point for understanding and applying AI techniques to your games.Written for the novice AI programmer, AI for Game Developers introduces you to techniques such as finite state machines, fuzzy logic, neural networks, and many others, in straightforward, easy-to-understand language, supported with code samples throughout the entire book (written in C/C++). From basic techniques such as chasing and evading, pattern movement, and flocking to genetic algorithms, the book presents a mix of deterministic (traditional) and non-deterministic (newer) AI techniques aimed squarely at beginners AI developers. Other topics covered in the book include: Potential function based movements: a technique that handles chasing, evading swarming, and collision avoidance simultaneously Basic pathfinding and waypoints, including an entire chapter devoted to the A* pathfinding algorithm AI scripting Rule-based AI: learn about variants other than fuzzy logic and finite state machines Basic probability Bayesian techniques Unlike other books on the subject, AI for Game Developers doesn't attempt to cover every aspect of game AI, but to provide you with usable, advanced techniques you can apply to your games right now. If you've wanted to use AI to extend the play-life of your games, make them more challenging, and most importantly, make them more fun, then this book is for you.

Book Game AI Pro 360  Guide to Architecture

Download or read book Game AI Pro 360 Guide to Architecture written by Steve Rabin and published by CRC Press. This book was released on 2019-09-10 with total page 520 pages. Available in PDF, EPUB and Kindle. Book excerpt: Steve Rabin’s Game AI Pro 360: Guide to Architecture gathers all the cutting-edge information from his previous three Game AI Pro volumes into a convenient single source anthology covering game AI architecture. This volume is complete with articles by leading game AI programmers that further explore modern architecture such as behavior trees and share architectures used in top games such as Final Fantasy XV, the Call of Duty series and the Guild War series. Key Features Provides real-life case studies of game AI in published commercial games Material by top developers and researchers in Game AI Downloadable demos and/or source code available online