The book presents some of the most relevant results from
academia in the area of Artificial Intelligence for games. It
emphasizes well theoretically supported work supported by developed
prototypes, which should lead into integration of
academic AI techniques into current electronic entertainment
games.
The book elaborates on the main results produced in Academia
within the last 10 years regarding all aspects of Artificial
Intelligence for games, including pathfinding, decision making, and
learning. A general theme of the book is the
coverage of techniques for facilitating the construction of
flexible not prescripted AI for agents in games.
Regarding pathfinding, the book includes new techniques for
implementing real-time search methods that improve the results
obtained through AI, as well as techniques for learning pathfinding
behavior by observing actual players.
Regarding decision making, the book describes new techniques for
authoring tools that facilitate the construction by game designers
(typically nonprogrammers) of behavior controlling software, by
reusing patterns or actual
cases of past behavior. Additionally, the book will cover a
number of approaches proposed for extending the essentially
pre-scripted nature of current commercial videogames AI into a more
interactive form of narrative, where the story emerges from the
interaction with the player. Some of those approaches
rely on a layered architecture for the character AI, including
beliefs, intentions and emotions, taking ideas from research on
agent systems.
The book also includes chapters on techniques for automatically
or semiautomatically learning complex behavior from recorded traces
of human or automatic players using different combinations of
reinforcement learning, case-based reasoning, neural networks and
genetic algorithms.
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