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Proceedings of the 36th SIGCSE technical symposium on Computer science education
Gedi: a game engine for teaching videogame design and programming
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Machine Learning
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Team AI: probabilistic pathfinding
Proceedings of the 2006 international conference on Game research and development
AIAP'07 Proceedings of the 25th conference on Proceedings of the 25th IASTED International Multi-Conference: artificial intelligence and applications
AI opponents with personality traits in Überpong
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Modelling and Simulation of Pedestrian Behaviours
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Strategic team AI path plans: probabilistic pathfinding
International Journal of Computer Games Technology - Joint International Conference on Cyber Games and Interactive Entertainment 2006
CoDePA: a conceptual design pattern approach to model behavior for X3D worlds
Web3D '08 Proceedings of the 13th international symposium on 3D web technology
Fractal analysis of stealthy pathfinding aesthetics
International Journal of Computer Games Technology - Artificial Intelligence for Computer Games
SceneWorld: a game-oriented graphics course starter kit
Journal of Computing Sciences in Colleges
Mental simulation for creating realistic behavior in physical security systems simulation
Proceedings of the 40th Conference on Winter Simulation
Fitness Diversity Parallel Evolution Algorithms in the Turtle Race Game
EvoWorkshops '09 Proceedings of the EvoWorkshops 2009 on Applications of Evolutionary Computing: EvoCOMNET, EvoENVIRONMENT, EvoFIN, EvoGAMES, EvoHOT, EvoIASP, EvoINTERACTION, EvoMUSART, EvoNUM, EvoSTOC, EvoTRANSLOG
A Neural-Evolutionary Model for Case-Based Planning in Real Time Strategy Games
IEA/AIE '09 Proceedings of the 22nd International Conference on Industrial, Engineering and Other Applications of Applied Intelligent Systems: Next-Generation Applied Intelligence
A game-centric approach to foster undergraduate learning
CATE '07 Proceedings of the 10th IASTED International Conference on Computers and Advanced Technology in Education
Long memory of pathfinding aesthetics
International Journal of Computer Games Technology
Case Indexing Using PSO and ANN in Real Time Strategy Games
PReMI '09 Proceedings of the 3rd International Conference on Pattern Recognition and Machine Intelligence
IJCNN'09 Proceedings of the 2009 international joint conference on Neural Networks
Game engine design using data mining
AIA '08 Proceedings of the 26th IASTED International Conference on Artificial Intelligence and Applications
Case learning and indexing in real time strategy games
ICNC'09 Proceedings of the 5th international conference on Natural computation
Behavioural reactive agents to define personality traits in the videogame Überpong
Transactions on edutainment I
Adversarial planning for large multi-agent simulations
Proceedings of the 9th International Conference on Autonomous Agents and Multiagent Systems: volume 1 - Volume 1
Woodment: web-based collaborative multiplayer serious game
Transactions on edutainment IV
Learning chasing behaviours of non-player characters in games using SARSA
EvoApplications'11 Proceedings of the 2011 international conference on Applications of evolutionary computation - Volume Part I
Decision tree-based algorithms for implementing bot AI in UT2004
IWINAC'11 Proceedings of the 4th international conference on Interplay between natural and artificial computation - Volume Part I
A computationally efficient fuzzy logic parameterisation system for computer games
KES'11 Proceedings of the 15th international conference on Knowledge-based and intelligent information and engineering systems - Volume Part I
A Normative Agent System to Prevent Cyberbullying
WI-IAT '11 Proceedings of the 2011 IEEE/WIC/ACM International Conferences on Web Intelligence and Intelligent Agent Technology - Volume 02
Feasibility study of utility-directed behaviour for computer game agents
Proceedings of the 8th International Conference on Advances in Computer Entertainment Technology
Fifty years of research in artificial intelligence
Annual Review of Information Science and Technology
Technology trees in digital gaming
Proceeding of the 16th International Academic MindTrek Conference
Using an instructor authored visual simulation framework in a CS3 course
Journal of Computing Sciences in Colleges
Ultrastable neuroendocrine robot controller
Adaptive Behavior - Animals, Animats, Software Agents, Robots, Adaptive Systems
Bootstrapping learning from abstract models in games
International Journal of Bio-Inspired Computation
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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 simultaneouslyBasic pathfinding and waypoints, including an entire chapter devoted to the A* pathfinding algorithmAI scriptingRule-based AI: learn about variants other than fuzzy logic and finite state machinesBasic probabilityBayesian 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.