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AI Game Programming Wisdom 4 CDROM

Infohash:

C4986F3C7FB9FAAEFD0986B8F9112551902C4DB7

Type:

Books

Title:

AI Game Programming Wisdom 4 Companion CDROM

Category:

Other/E-books

Uploaded:

2008-09-14 (by Sarre)

Description:

The companion CDROM for the book AI Game Programming Wisdom 4 (ISBN 1584505230) http://www.amazon.com/exec/obidos/ASIN/1584505230 Note: It's the CDROM only, not an OCR of the book itself. Nothing has been stripped. Contains accompanying code, examples, demos and/or videos for the following articles: SECTION 1 - GENERAL WISDOM 1.4 AI as a Gameplay Analysis Tool SECTION 2 - MOVEMENT AND PATHFINDING 2.4 Intrinsic Detail in Navigation Mesh Generation 2.8 Automatic Path Node Generation for Arbitrary 3D Environments 2.9 Risk-Adverse Pathfinding Using Influence Maps 2.12 Memory-Efficient Pathfinding Abstractions SECTION 3 - ARCHITECTURE 3.3 The MARPO Methodology: Planning and Orders 3.5 Knowledge-Based Behaviour System - A Decision Tree/Finite State Machine Hybrid 3.6 The Emotion Component: Giving Characters Emotions 3.9 AI Architecture for Multiprocessor Machines 3.10 Level Up for Finite State Machines: An Interpreter for Statecharts 3.11 Building a Behavior Editor for Abstract State Machines 3.12 Multi-Axial Dynamic Threshold Fuzzy Decision Algorithm SECTION 4 - TACTICS AND PLANNING 4.3 Command Hierarchies using Goal-Oriented Action Planning 4.4 Practical Logic-Based Planning 4.5 Simulation-Based Planning in RTS Games 4.6 Particle Filters and Simulacra for More Realistic Opponent Tracing 4.7 Using Bayesian Networks to Reason About Uncertainty SECTION 5 - GENRE SPECIFIC 5.2 A Versatile Constraint-Based Camera System 5.3 Seeing in 1D: Projecting the World onto a Line 5.4 Reaction Time with Fitts' Law 5.5 Enabling Actions of Opportunity with a Light-Weight Subsumption Architecture 5.7 Stop Getting Side-Tracked by Side-Quests SECTION 6 - SCRIPTING AND DIALOGUE 6.3 Individualized NPC Attributes with Social Networks 6.4 Scripting Your Way to Advanced AI SECTION 7 - LEARNING AND ADAPTATION 7.1 Learning Winning Policies in Team-Based First-Person Shooter Games 7.2 Adaptive Computer Games: Easing the Authorial Burden 7.4 Automatically Generating Score Functions for Strategy Games 7.6 A Practical Guide to Reinforcement Learning in First-Person Shooters

Tags:

  1. game programming

Files count:

1

Size:

106.29 Mb

Trackers:

udp://tracker.openbittorrent.com:80
udp://open.demonii.com:1337
udp://tracker.coppersurfer.tk:6969
udp://exodus.desync.com:6969

Files:

1. AIGameProgrammingWisdom4-CDROM.rar 106.29 Mb