O'Reilly: AI for Game Developers
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qAI for Game Developers
q Table of Contents
q Co p y r i g h t
qPreface
r Assumptions This Book Makes
r About This Book
r Conventions Used in This Book
r Additional Resources
r Using Code Examples
r How to Contact Us
rAcknowledgments
qChapter 1. Introduction to Game AI
r Section 1.1. Deterministic Versus Nondeterministic AI
rSection 1.2. Established Game AI
rSection 1.3. The Future of Game AI
q Chapter 2. Chasing and Evading
r Section 2.1. Basic Chasing and Evading
r Section 2.2. Line-of-Sight Chasing
r Section 2.3. Line-of-Sight Chasing in Tiled Environments
r Section 2.4. Line-of-Sight Chasing in Continuous Environments
rSection 2.5. Intercepting
q Chapter 3. Pattern Movement
rSection 3.1. Standard Algorithm
rSection 3.2. Pattern Movement in Tiled Environments
r Section 3.3. Pattern Movement in Physically Simulated Environments
q Chapter 4. Flocking
rSection 4.1. Classic Flocking
rSection 4.2. Flocking Example
r Section 4.3. Obstacle Avoidance
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