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Learning game AI programming with Lua

You're reading from   Learning game AI programming with Lua Leverage the power of Lua programming to create game AI that focuses on motion, animation, and tactics

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Product type Paperback
Published in Nov 2014
Publisher Packt
ISBN-13 9781783281336
Length 352 pages
Edition 1st Edition
Languages
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Toc

Table of Contents (11) Chapters Close

Preface 1. Getting Started with AI Sandbox FREE CHAPTER 2. Creating and Moving Agents 3. Character Animations 4. Mind Body Control 5. Navigation 6. Decision Making 7. Knowledge Representation 8. Perception 9. Tactics Index

Chapter 7. Knowledge Representation

In this chapter, we will cover the following topics:

  • Creating knowledge sources
  • Creating a blackboard architecture
  • Using a blackboard for decision evaluators and actions

So far, our soldier has been using basic inputs from many different sources and in many different places. For instance, having conditional evaluators calculate the best enemy to attack is a very poor place to put decision selection, which mutates our soldier's knowledge of the sandbox. Going forward, knowledge can be consolidated in a central data structure that is available to all of our agent systems.

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