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ai game programming wisdom vol 4
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更新于2023-05-30
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I Game Programming Wisdom 4 includes a collection of more than 50 new articles featuring cutting-edge techniques, algorithms, and architectures written by industry professionals for use in commercial game development. Organized into 7 sections, this comprehensive volume explores every important aspect of AI programming to help you develop and expand your own personal AI toolbox.
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AI Game Programming
Wisdom 4
Edited by
Steve Rabin
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Charles River Media
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Library of Congress Control Number: 2007939369
ISBN-13: 978-1-58450-523-5
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eISBN-10: 1-305-40610-9

iii
Contents
Preface . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ix
About the Cover Image . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . xiii
Acknowledgments . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . xv
About the Contributors. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . xvii
SECTION 1 GENERAL WISDOM . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1
1.1 Situationist Game AI . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
Adam Russell
1.2 Artificial Personality: A Personal Approach to AI . . . . . . . . . . . . . . . . 17
Benjamin Ellinger, Microsoft
1.3 Creating Designer Tunable AI . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27
Borut Pfeifer, Electronic Arts
1.4 AI as a Gameplay Analysis Tool . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 39
Neil Kirby, Bell Laboratories
1.5 Ecological Balance in AI Design . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 49
Adam Russell
SECTION 2 MOVEMENT AND PATHFINDING . . . . . . . . . . . . . . . . . . . . . . 59
2.1 Company of Heroes Squad Formations Explained . . . . . . . . . . . . . . . . 61
Chris Jurney, Kaos Studios
2.2 Turning Spaces into Places . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 71
Adam Russell
2.3 Dynamically Updating a Navigation Mesh via Efficient Polygon
Subdivision . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 83
Paul Marden, DigiPen Institute of Technology
Forrest Smith, Gas Powered Games
2.4 Intrinsic Detail in Navigation Mesh Generation . . . . . . . . . . . . . . . . . . 95
Colt “MainRoach” McAnlis, Ensemble Studios
James Stewart, Stormfront Studios

2.5 Navigation Mesh Generation: An Empirical Approach . . . . . . . . . . . . 113
David Hamm, Red Storm Entertainment
2.6 Navigation Graph Generation in Highly Dynamic Worlds . . . . . . . . . . 125
Ramon Axelrod, AIseek
2.7 Fast Pathfinding Based on Triangulation Abstractions . . . . . . . . . . . 143
Doug Demyen, BioWare Corp.
Michael Buro, University of Alberta
2.8 Automatic Path Node Generation for Arbitrary 3D Environments . . . 159
John W. Ratcliff, Simutronics Corporation
2.9 Risk-Adverse Pathfinding Using Influence Maps . . . . . . . . . . . . . . . . 173
Ferns Paanakker, Wishbone Games B.V.
2.10 Practical Pathfinding in Dynamic Environments . . . . . . . . . . . . . . . . 179
Per-Magnus Olsson, Linköping University
2.11 Postprocessing for High-Quality Turns . . . . . . . . . . . . . . . . . . . . . . . 191
Chris Jurney, Kaos Studios
2.12 Memory-Efficient Pathfinding Abstractions. . . . . . . . . . . . . . . . . . . . 203
Nathan Sturtevant, University of Alberta
SECTION 3 ARCHITECTURE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 219
3.1 A Flexible AI Architecture for Production and Prototyping of Games 221
Terry Wellmann, High Voltage Software, Inc.
3.2 Embracing Declarative AI with a Goal-Based Approach . . . . . . . . . . 229
Kevin Dill, Blue Fang Games
3.3 The MARPO Methodology: Planning and Orders . . . . . . . . . . . . . . . . 239
Brett Laming, Rockstar Leeds
3.4 Getting Started with Decision Making and Control Systems . . . . . . . 257
Alex J. Champandard, AiGameDev.com
3.5 Knowledge-Based Behavior System—A Decision Tree/Finite State
Machine Hybrid . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 265
Nachi Lau, LucasArts
3.6 The Emotion Component: Giving Characters Emotions. . . . . . . . . . . 275
Ferns Paanakker, Wishbone Games B.V.
Erik van der Pluijm
iv Contents
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