Front cover image for Programming believable characters for computer games

Programming believable characters for computer games

Providing both the experienced and inexperienced game programmer with an in-depth look at the AI tasks for developing artificial gaming companions and opponents with human-like complex behaviours, this book also provides practical tools to assist the programmer in integrating these concepts into games.
eBook, English, ©2004
Charles River Media, Hingham, MA, ©2004
1 online resource (xiii, 465 pages) : illustrations.
9781584503231, 1584503238
70758325
Acknowledgments
Preface
1 An Overview of Non- Player Characters in Games
2 The Embodiment of Artificial Players
3 Classical Game Theory and Human Behavior
4 Logic, Knowledge Representation, and Inference
5 AI Techniques for Programming Believable Behaviors
6 Structuring an Intelligent Non-Player Character
7 Creating Believable Non- Player Characters
A About the CD- ROM
B Answers to the Exercises
C A Crash Course in Vector Mathematics
D Creating a BSP Map for Apocalyx
E A Brief PROLOG Primer
Index
ra.ocls.ca Ebook from the Algonquin College Digital Library