Table of Contents:
Descriptions have been added to sections which will have significant changes in the 2nd edition.
Will now make the code available exclusively online. This section would describe how to access the code and what it contains, in broad brush strokes. I have a completely new codebase for the second edition, with many more demos.
2 GAME AI
This chapter has been reorganised to include an additional section: AGENTS, PERCEPTS AND ACTIONS. This is a new section that looks at characters in a game in a more systemic way. It helps set up several of the later chapters that didn't have an organising principle.
This section also includes updates on the current generation of hardware. In particular multi-core consoles.
Adding new section (ACTIONS AND MOVEMENT).
Also, including more information on the representation of motion in a game engine, particularly a game engine with a physics core.
There is additional material on COMBINING STEERING BEHAVIORS.
A short subsection on path finding in the presence of uncertainty will be added. This is an interesting new subfield.
5 DECISION MAKING
Adding a new section (BEHAVIOR TREES): a single technique set.
A new section will be added to discuss goal oriented action planning outside the context of the Sims-like game from the 1st ed. Additional techniques will be discussed to allow readers to implement GOAP in other game genres.
In particular two techniques: Hierarchical Task Planning and Partial Order Planning, will be introduced and applied at their most basic level.
- No. of pages:
- © 2009
12th September 2009
- Electronic ISBN:
Ian Millington is a partner of IPR Ventures, a consulting company developing next-generation AI technologies for entertainment, modeling, and simulation. Previously he founded Mindlathe Ltd, the largest specialist AI middleware company in computer games, working with on a huge range of game genres and technologies. He has a long background in AI, including PhD research in complexity theory and natural computing. He has published academic and professional papers and articles on topics ranging from paleontology to hypertext.
"Ian Millington's book is a comprehensive reference to the most widely used techniques in game AI today. Any game developer working on AI will learn something from this book, and game producers should make sure their AI programmers have a copy." -Dr. Ian Lane Davis, Mad Doc Software