Ai For Games And Animation

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AI for Games and Animation

Author : John David Funge
Publisher : A K Peters, Ltd.
Page : 250 pages
File Size : 52,8 Mb
Release : 1999
Category : Computers
ISBN : 1568811039

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AI for Games and Animation by John David Funge Pdf

John Funge introduces a new approach to creating autonomous characters. Cognitive modeling provides computer-animated characters with logic, reasoning, and planning skills. Individual chapters in the book provide concrete examples of advanced character animation, automated cinematography, and a real-time computer game. Source code, animations, images, and other resources are available at the book's website, listed below.

AI for Games and Animation

Author : John David Funge
Publisher : CRC Press
Page : 288 pages
File Size : 50,5 Mb
Release : 1999-07-22
Category : Computers
ISBN : 9781439864012

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AI for Games and Animation by John David Funge Pdf

John Funge introduces a new approach to creating autonomous characters. Cognitive modeling provides computer-animated characters with logic, reasoning, and planning skills. Individual chapters in the book provide concrete examples of advanced character animation, automated cinematography, and a real-time computer game. Source code, animations, imag

AI for Games

Author : Ian Millington
Publisher : CRC Press
Page : 84 pages
File Size : 42,8 Mb
Release : 2021-11-16
Category : Computers
ISBN : 9781000475517

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AI for Games by Ian Millington Pdf

What is artificial intelligence? How is artificial intelligence used in game development? Game development lives in its own technical world. It has its own idioms, skills, and challenges. That’s one of the reasons games are so much fun to work on. Each game has its own rules, its own aesthetic, and its own trade-offs, and the hardware it will run on keeps changing. AI for Games is designed to help you understand one element of game development: artificial intelligence (AI).

Deep Learning in Gaming and Animations

Author : Vikas Chaudhary,Moolchand Sharma,Prerna Sharma,Deevyankar Agarwal
Publisher : CRC Press
Page : 180 pages
File Size : 49,8 Mb
Release : 2021-12-07
Category : Computers
ISBN : 9781000504378

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Deep Learning in Gaming and Animations by Vikas Chaudhary,Moolchand Sharma,Prerna Sharma,Deevyankar Agarwal Pdf

Over the last decade, progress in deep learning has had a profound and transformational effect on many complex problems, including speech recognition, machine translation, natural language understanding, and computer vision. As a result, computers can now achieve human-competitive performance in a wide range of perception and recognition tasks. Many of these systems are now available to the programmer via a range of so-called cognitive services. More recently, deep reinforcement learning has achieved ground-breaking success in several complex challenges. This book makes an enormous contribution to this beautiful, vibrant area of study: an area that is developing rapidly both in breadth and depth. Deep learning can cope with a broader range of tasks (and perform those tasks to increasing levels of excellence). This book lays a good foundation for the core concepts and principles of deep learning in gaming and animation, walking you through the fundamental ideas with expert ease. This book progresses in a step-by-step manner. It reinforces theory with a full-fledged pedagogy designed to enhance students' understanding and offer them a practical insight into its applications. Also, some chapters introduce and cover novel ideas about how artificial intelligence (AI), deep learning, and machine learning have changed the world in gaming and animation. It gives us the idea that AI can also be applied in gaming, and there are limited textbooks in this area. This book comprehensively addresses all the aspects of AI and deep learning in gaming. Also, each chapter follows a similar structure so that students, teachers, and industry experts can orientate themselves within the text. There are few books in the field of gaming using AI. Deep Learning in Gaming and Animations teaches you how to apply the power of deep learning to build complex reasoning tasks. After being exposed to the foundations of machine and deep learning, you will use Python to build a bot and then teach it the game's rules. This book also focuses on how different technologies have revolutionized gaming and animation with various illustrations.

Artificial Intelligence for Computer Games

Author : John David Funge
Publisher : CRC Press
Page : 160 pages
File Size : 44,9 Mb
Release : 2004-07-29
Category : Computers
ISBN : 9781439864807

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Artificial Intelligence for Computer Games by John David Funge Pdf

Learn to make games that are more fun and engaging! Building on fundamental principles of Artificial Intelligence, Funge explains how to create Non-Player Characters (NPCs) with progressively more sophisticated capabilities. Starting with the basic capability of acting in the game world, the book explains how to develop NPCs who can perceive, remem

Practical Game AI Programming

Author : Micael DaGraca
Publisher : Packt Publishing Ltd
Page : 341 pages
File Size : 55,8 Mb
Release : 2017-06-30
Category : Computers
ISBN : 9781787129467

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Practical Game AI Programming by Micael DaGraca Pdf

Jump into the world of Game AI development About This Book Move beyond using libraries to create smart game AI, and create your own AI projects from scratch Implement the latest algorithms for AI development and in-game interaction Customize your existing game AI and make it better and more efficient to improve your overall game performance Who This Book Is For This book is for game developers with a basic knowledge of game development techniques and some basic programming techniques in C# or C++. What You Will Learn Get to know the basics of how to create different AI for different type of games Know what to do when something interferes with the AI choices and how the AI should behave if that happens Plan the interaction between the AI character and the environment using Smart Zones or Triggering Events Use animations correctly, blending one animation into another and rather than stopping one animation and starting another Calculate the best options for the AI to move using Pruning Strategies, Wall Distances, Map Preprocess Implementation, and Forced Neighbours Create Theta algorithms to the AI to find short and realistic looking paths Add many characters into the same scene and make them behave like a realistic crowd In Detail The book starts with the basics examples of AI for different game genres and directly jumps into defining the probabilities and possibilities of the AI character to determine character movement. Next, you'll learn how AI characters should behave within the environment created. Moving on, you'll explore how to work with animations. You'll also plan and create pruning strategies, and create Theta algorithms to find short and realistic looking game paths. Next, you'll learn how the AI should behave when there is a lot of characters in the same scene. You'll explore which methods and algorithms, such as possibility maps, Forward Chaining Plan, Rete Algorithm, Pruning Strategies, Wall Distances, and Map Preprocess Implementation should be used on different occasions. You'll discover how to overcome some limitations, and how to deliver a better experience to the player. By the end of the book, you think differently about AI. Style and approach The book has a step-by-step tutorial style approach. The algorithms are explained by implementing them in #.

Artificial Intelligence for Games

Author : Ian Millington,John Funge
Publisher : CRC Press
Page : 898 pages
File Size : 53,7 Mb
Release : 2018-12-14
Category : Computers
ISBN : 9781315360577

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Artificial Intelligence for Games by Ian Millington,John Funge Pdf

Creating robust artificial intelligence is one of the greatest challenges for game developers, yet the commercial success of a game is often dependent upon the quality of the AI. In this book, Ian Millington brings extensive professional experience to the problem of improving the quality of AI in games. He describes numerous examples from real games and explores the underlying ideas through detailed case studies. He goes further to introduce many techniques little used by developers today. The book's associated web site contains a library of C++ source code and demonstration programs, and a complete commercial source code library of AI algorithms and techniques. "Artificial Intelligence for Games - 2nd edition" will be highly useful to academics teaching courses on game AI, in that it includes exercises with each chapter. It will also include new and expanded coverage of the following: AI-oriented gameplay; Behavior driven AI; Casual games (puzzle games). Key Features * The first comprehensive, professional tutorial and reference to implement true AI in games written by an engineer with extensive industry experience. * Walks through the entire development process from beginning to end. * Includes examples from over 100 real games, 10 in-depth case studies, and web site with sample code.

Game AI Pro 2

Author : Steven Rabin
Publisher : CRC Press
Page : 577 pages
File Size : 43,8 Mb
Release : 2015-04-17
Category : Computers
ISBN : 9781482254808

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Game AI Pro 2 by Steven Rabin Pdf

Game AI Pro2: Collected Wisdom of Game AI Professionals presents cutting-edge tips, tricks, and techniques for artificial intelligence (AI) in games, drawn from developers of shipped commercial games as well as some of the best-known academics in the field. It contains knowledge, advice, hard-earned wisdom, and insights gathered from across the community of developers and researchers who have devoted themselves to game AI. In this book, 47 expert developers and researchers have come together to bring you their newest advances in game AI, along with twists on proven techniques that have shipped in some of the most successful commercial games of the last few years. The book provides a toolbox of proven techniques that can be applied to many common and not-so-common situations. It is written to be accessible to a broad range of readers. Beginners will find good general coverage of game AI techniques and a number of comprehensive overviews, while intermediate to expert professional game developers will find focused, deeply technical chapters on specific topics of interest to them. Covers a wide range of AI in games, with topics applicable to almost any game Touches on most, if not all, of the topics necessary to get started in game AI Provides real-life case studies of game AI in published commercial games Gives in-depth, technical solutions from some of the industry’s best-known games Includes downloadable demos and/or source code, available at http://www.gameaipro.com

Unity from Proficiency to Mastery

Author : Patrick Felicia
Publisher : Unknown
Page : 256 pages
File Size : 50,6 Mb
Release : 2020-11-11
Category : Electronic
ISBN : 9798562990938

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Unity from Proficiency to Mastery by Patrick Felicia Pdf

Why this book can help you to create games that are more fun and challenging Creating a game that is both fun and challenging, and that players will love, can be very difficult, regardless of your experience in game programming. This is because a player often needs to be constantly challenged, yet not frustrated with your game. This is a very challenging balance to reach; however, by including artificial intelligence to your game, and some very simple principles, you can manage to make the game fun, and the Non-Player Characters (NPC) more realistic, by making sure that they behave in a way that will challenge the user. Regardless of your background, you will always need to use some of these techniques, because good AI can really make a difference between a boring game and an exciting game that the players will want to play for hours. Thankfully, you can easily overcome these issues and start to implement interesting AI with a step-by-step approach that gets you to progressively develop your knowledge and mastery of Artificial Intelligence with Unity. This is the approach that I have used successfully over the past years to help students create 3D games that are both challenging and addictive, thanks to a well-designed Artificial Intelligence using Unity and C#. By following the techniques and suggestions described in this book, I can promise you that you will manage to create some very challenging games with NPCs that are smart, believable, and more importantly, challenging to the player. Content and structure of this book In this book, the first in the series called "Unity from Proficiency to Mastery", you will learn and apply several AI techniques for 3D games, and make it possible for NPCs to: Navigate the scene (e.g., using a random or set path). Sense the world around them (e.g, hear, smell, or see). Take smart decisions based on their senses or current state (e.g., look for ammunition or health when these run low). React to the players' moves (e.g., set an ambush, follow and attack the player, or flee). Along the way you will also learn other useful skills and concepts such as: Finite-State Machines in Unity, Animator Controllers, 3D character animation, Navigation costs and areas State Behaviors, Group movement, Melee combat, and much more... The main idea behind this book is to help you to apply common AI techniques with Unity and C# to make your game more challenging and fun to play. The content of each chapter is as follows: Chapter 1 shows you how to create a simple AI for your 3D games with no coding involved; Chapter 2 shows you how to create different types of navigation for your NPCs, including set paths, random paths, and wandering aimlessly. Chapter 3 shows you how to add senses to the NPC so that they can detect targets and take decisions accordingly. Chapter 4 shows how to make it possible for the NPCs to take more sensible decisions based on the environment and their own state. Chapter 5 shows how to implement group behaviors for NPCs. You will learn how to create a group of NPCs that follow the order of the player (e.g., follow the leader, attack targets or withdraw from the battle) and to create a team of NPCs led by the computer; Chapter 6 provides answers to frequently-asked questions. If you want to start creating fun and challenging 3D games using a tried-and-tested method: download this book now!

Practical Game AI Programming

Author : Micael DaGraca
Publisher : Unknown
Page : 376 pages
File Size : 49,5 Mb
Release : 2017-05-31
Category : Electronic
ISBN : 1787122816

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Practical Game AI Programming by Micael DaGraca Pdf

Create game AI and implement cutting edge AI algorithms from scratchAbout This Book* Move beyond using libraries for creating smart game AIs, create your own AI projects from scratch.* Implement latest algorithms for AI development and in-game interaction* Customize your existing game AIs and make them better and efficient and improve your overall game performance.Who This Book Is ForThe ideal target audience of this book will be game developers with a basic knowledge of game development techniques. They should know some basic programming techniques in wither C# or C++.What you will learn* Explore the vast game genres that exist* Get to know the basics of how to create different AI for different type of games* Discover the probabilities and possibilities of the AI character to determine moves taking in consideration the state of the player* Know what to do when something interferes with the AI choices and how the AI will behave if that happens* Plan the interaction between the AI character and the environment using Smart Zones or Triggering Events* Use animations correctly, blending one animation into another and rather than stopping one animation and starting another* Calculate the best options for the AI to move using Pruning Strategies, Wall Distances, Map Preprocess Implementation, and Forced NeighboursIn DetailA smart and diverse game AI is considered to be one of the main pillars of a successful game. This book will help you to get inside game AI programming, implement latest cutting edge algorithms with C#, and finally help you create effective and interesting AI for your game projects.The book starts with the basics examples of AI for different game genres and directly jumps into defining the probabilities and possibilities of the AI character to do determine character movement. Next, you'll learn how AI character should behave within the environment created.Moving on, you'll explore how to work with the animations. You'll also plan and create pruning strategies, and create Theta Algorithms to find short and realistic looking game paths. Next, you'll learn how the AI should behave when having a lot of characters in the same scene.You'll explore what methods and algorithms, such as possibility maps, Forward Chaining Plan, Rete Algorithm, Pruning Strategies, Wall Distances, and Map Preprocess Implementation should be used on different occasions, how to overcome some limitations, and how to deliver a better experience to the player. By the end of the book, you would be able to think differently about AI.

AI for Games, Third Edition

Author : Ian Millington
Publisher : CRC Press
Page : 1050 pages
File Size : 52,8 Mb
Release : 2019-03-18
Category : Art
ISBN : 9781351053280

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AI for Games, Third Edition by Ian Millington Pdf

AI is an integral part of every video game. This book helps professionals keep up with the constantly evolving technological advances in the fast growing game industry and equips students with up-to-date information they need to jumpstart their careers. This revised and updated Third Edition includes new techniques, algorithms, data structures and representations needed to create powerful AI in games. Key Features A comprehensive professional tutorial and reference to implement true AI in games Includes new exercises so readers can test their comprehension and understanding of the concepts and practices presented Revised and updated to cover new techniques and advances in AI Walks the reader through the entire game AI development process

Deep Learning in Gaming and Animations

Author : Vikas Chaudhary,Moolchand Sharma,Prerna Sharma,Deevyankar Agarwal
Publisher : CRC Press
Page : 177 pages
File Size : 41,7 Mb
Release : 2021-12-07
Category : Computers
ISBN : 9781000504347

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Deep Learning in Gaming and Animations by Vikas Chaudhary,Moolchand Sharma,Prerna Sharma,Deevyankar Agarwal Pdf

Over the last decade, progress in deep learning has had a profound and transformational effect on many complex problems, including speech recognition, machine translation, natural language understanding, and computer vision. As a result, computers can now achieve human-competitive performance in a wide range of perception and recognition tasks. Many of these systems are now available to the programmer via a range of so-called cognitive services. More recently, deep reinforcement learning has achieved ground-breaking success in several complex challenges. This book makes an enormous contribution to this beautiful, vibrant area of study: an area that is developing rapidly both in breadth and depth. Deep learning can cope with a broader range of tasks (and perform those tasks to increasing levels of excellence). This book lays a good foundation for the core concepts and principles of deep learning in gaming and animation, walking you through the fundamental ideas with expert ease. This book progresses in a step-by-step manner. It reinforces theory with a full-fledged pedagogy designed to enhance students' understanding and offer them a practical insight into its applications. Also, some chapters introduce and cover novel ideas about how artificial intelligence (AI), deep learning, and machine learning have changed the world in gaming and animation. It gives us the idea that AI can also be applied in gaming, and there are limited textbooks in this area. This book comprehensively addresses all the aspects of AI and deep learning in gaming. Also, each chapter follows a similar structure so that students, teachers, and industry experts can orientate themselves within the text. There are few books in the field of gaming using AI. Deep Learning in Gaming and Animations teaches you how to apply the power of deep learning to build complex reasoning tasks. After being exposed to the foundations of machine and deep learning, you will use Python to build a bot and then teach it the game's rules. This book also focuses on how different technologies have revolutionized gaming and animation with various illustrations.

Artificial Intelligence and Games

Author : Georgios N. Yannakakis,Julian Togelius
Publisher : Springer
Page : 337 pages
File Size : 41,9 Mb
Release : 2018-02-17
Category : Computers
ISBN : 9783319635194

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Artificial Intelligence and Games by Georgios N. Yannakakis,Julian Togelius Pdf

This is the first textbook dedicated to explaining how artificial intelligence (AI) techniques can be used in and for games. After introductory chapters that explain the background and key techniques in AI and games, the authors explain how to use AI to play games, to generate content for games and to model players. The book will be suitable for undergraduate and graduate courses in games, artificial intelligence, design, human-computer interaction, and computational intelligence, and also for self-study by industrial game developers and practitioners. The authors have developed a website (http://www.gameaibook.org) that complements the material covered in the book with up-to-date exercises, lecture slides and reading.

Game AI Pro 3

Author : Steve Rabin
Publisher : CRC Press
Page : 541 pages
File Size : 44,5 Mb
Release : 2017-07-12
Category : Computers
ISBN : 9781498742597

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Game AI Pro 3 by Steve Rabin Pdf

Game AI Pro3: Collected Wisdom of Game AI Professionals presents state-of-the-art tips, tricks, and techniques drawn from developers of shipped commercial games as well as some of the best-known academics in the field. This book acts as a toolbox of proven techniques coupled with the newest advances in game AI. These techniques can be applied to almost any game and include topics such as behavior trees, utility theory, path planning, character behavior, and tactical reasoning. KEY FEATURES Contains 42 chapters from 50 of the game industry’s top developers and researchers. Provides real-life case studies of game AI in published commercial games. Covers a wide range of AI in games, with topics applicable to almost any game. Includes downloadable demos and/or source code, available at http://www.gameaipro.com SECTION EDITORS Neil Kirby General Wisdom Alex Champandard Architecture Nathan Sturtevant Movement and Pathfinding Damian Isla Character Behavior Kevin Dill Tactics and Strategy; Odds and Ends