Preface 1. Introduction to GameAI. Deterministic Versus Nondeterministic AI Established Game AI TheFutureof GameAI
2. Chasing and Evading Basic hasing and Evading Line-of-Sight hasing Line-of-Sight hasing in Tiled Environments Intercepting
3. Pattern Movement Standard Algorithm
Pattern Movement in Tiled Environments
Pattern Movement in Physically Simulated Environments 4. Flocking Classic Flocking
Flocking Example Obstacle Avoidance
Follow the Leader 5. Potential Function-Based Movement How Can You Use Potential Functions for GameAI? Chasing/Evading
Obstacle Avoidance Swarming
Optimization Suggestions 6. Basic Pathfinding and Waypoints Basic Pathfinding
Breadcrumb Pathfinding Path Following
Wall Tracing Waypoint Navigation 7. A* Pathfinding Defining the Search Area
Starting the Search Scoring Finding a Dead End Terrain Cost Influence Mapping
Further Information 8. Scripted AI andScripting Engines 9. Finite State Machines 10. Fuzzy Logic 11. Rule-Based AI 12. Basic Probability 13. DecisionsUnder Uncertainty—Bayesian Techniques 14. Neural Networks 15. Genetic Algorithms Appendix: VectorOperations Index