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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

Summary

New data sources for spatial analysis open many new opportunities to create interesting behaviors that allow agents to evaluate more than just a fixed perspective of the world. So far, we've created just a few types of influence maps and haven't even begun to access their data that affects the decision making. Even though changing our current agent's logic is left to you, going forward, the examples shown so far already allow for many interesting scenarios to play out.

Looking back, though, we've progressed quite far from the simple moving capsules we created in the earlier chapters. After adding system upon system to the sandbox, we can now manage AI animations, steering-based movements, agent behaviors, decision making, pathfinding, and a myriad of other AI facets. Even though we've only touched on each of the topics lightly, the sandbox is now yours to mold and expand, as you see fit. Every library the sandbox uses, as well as the sandbox itself, is open...

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