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Practical Game AI Programming

You're reading from   Practical Game AI Programming Unleash the power of Artificial Intelligence to your game

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Product type Paperback
Published in Jun 2017
Publisher Packt
ISBN-13 9781787122819
Length 348 pages
Edition 1st Edition
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Author (1):
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Micael DaGraça Micael DaGraça
Author Profile Icon Micael DaGraça
Micael DaGraça
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Possibility and Probability Maps

In this chapter, we'll be talking about possibility and probability maps, understanding how and where they are used. We'll also be learning the best practices for creating an AI that reacts to the player and that also chooses the best options, as we look to create a character that can make decisions as a human would.

As we saw previously, video games used to rely heavily on predetermining the behavior of what the AI could do in different scenarios that were either created by the game itself or by the player's actions. This method has been present since day one and is still being used today, making it an extremely valuable method for creating quality AI characters. Before explaining, in detail, what each of the maps do, and before demonstrating how to create them in order to develop good AI behavior, it's always good to have...

You have been reading a chapter from
Practical Game AI Programming
Published in: Jun 2017
Publisher: Packt
ISBN-13: 9781787122819
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