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PART I AI AND GAMES
CHAPTER1 INTRODUCTION
1.1 WHAT Is AI?
1.1.1 Academic AI
1.1.2 Game AI
1.2 MODEL OF GAME AI
1.2.1 Movement
1.2.2 Decision Making
1.2.3 Strategy
1.2.4 Infrastructure
1.2.5 Agent-Based AI
1.2.6 In the Book
1.3 ALGORITHMS,DATA STRUCTURES,AND REPRESENTATIONS
1.3.1 Algorithms
1.3.2 Representations
1.4 ON THE WEBSITE
1.4.1 Programs
1.4.2 Libraries
1.5 LAYOUT OF THE BOOK
CHAPTER2 GAME AI
2.1 THE COMPLEXITY FALLACY
2.1.1 When Simple Things Look Good
2.1.2 When Complex Things Look Bad
2.1.3 The Perception Window
2.1.4 Changes of Behavior
2.2 THE KIND OF AI IN GAMES
2.2.1 Hacks
2.2.2 Heuristics
2.2.3 Algorithms
2.3 SPEED AND MEMORY
2.3.1 Processor Issues
2.3.2 Memory Concerns
2.3.3 PC Constraints
2.3.4 Console Constraints
2.4 THE AI ENGINE
2.4.1 Structure of an AI Engine
2.4.2 Toolchain Concerns
2.4.3 Putting It All Together
PART II
CHAPTER3 MOVEMENT
3.1 THE BASICS OF MOVEMENT ALGORITHMS
3.1.1 Two-Dimensional Movement
3.1.2 Statics
3.1.3 Kinematics
3.2 KINEMATIC MOVEMENT ALGORITHMS
3.2.1 Seek
3.2.2 Wandering
3.2.3 On the Website
3.3 STEERING BEHAVIORS
3.3.1 Steering Basics
3.3.2 Variable Matching
3.3.3 Seek and Flee
3.3.4 Arrive
3.3.5 Align
3.3.6 Velocity Matching
3.3.7 Delegated Behaviors