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Game Programming Gems 3
Contains 8 game AI articles.

Optimized Machine Learning with GoCap
Thor Alexander (Hard Coded Games)
Game Programming Gems 3, 2002.
Topics: Learning; Genres: General
Abstract:

Area Navigation: Expanding the Path-Finding Paradigm
Ben Board (Big Blue Box) and Mike Ducker (Lionhead Studios)
Game Programming Gems 3, 2002.
Topics: Pathfinding; Genres: General
Abstract:

Function Pointer-Based, Embedded Finite-State Machines

Charles Farris (VR1 Entertainment)
Game Programming Gems 3, 2002.
Topics: State Machines, FSM; Genres: General
Abstract: This article examines the use of function pointers in creating a inheritable base class for adding finite state machine (FSM) functionality to new or existing C++ classes. The function pointer implementation replaces the classic switch statement implementation commonly used to implement FSMs in game objects. The new implementation is designed to work well with C++ inheritance and function overloading and offers better performance and less maintenace than switch implementations.

Terrain Analysis in an RTS-The Hidden Giant
Daniel Higgins (Stainless Steel Software)
Game Programming Gems 3, 2002.
Topics: Tactical; Genres: RTS
Abstract:

A Extensible Trigger System for AI Agents, Objects, and Quests
Steve Rabin (Nintendo of America)
Game Programming Gems 3, 2002.
Topics: Architecture, Trigger System, Scripting; Genres: General
Abstract:

Tactical Path-Finding with A*

William van der Sterren (CGF-AI)
Game Programming Gems 3, 2002.
Topics: A* Pathfinding, Tactical; Genres: General, FPS, RTS
Abstract: Tactical paths consider cover and stealth in addition to travel time. Although costs for cover and stealth are easily added to the A* cost function, this alone does not result in convincing tactical paths. This chapter analyzes the defects in these paths, and discusses tactical improvements: taking into account exposure time and enemy aiming behavior, and anticipating likely enemy movement. The extensions to the A* cost functions introduce additional run-time costs. This chapter discusses the costs, and provides work-arounds and optimizations to make tactical pathfinding more efficient.

A Fast Approach To Navigation Meshes
Stephen White (Naughty Dog) and Christopher Christensen (Naughty Dog)
Game Programming Gems 3, 2002.
Topics: Pathfinding; Genres: General
Abstract:

Choosing a Relationship Between Path-Finding and Collision
Thomas Young
Game Programming Gems 3, 2002.
Topics: Pathfinding; Genres: General
Abstract:

 
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AI Game Programming Wisdom

AI Game Programming Wisdom 2

Game
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Gems


Game
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Gems 2


Game
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Gems 3


Game
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Gems 4



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