游戏人工智能编程精粹【目录+可搜索+可编辑】
本版本与网上其他资源不同之处在于,此版本可进行编辑,搜索,已进行内容识别扫描。可全选,可编辑,可剪切文字。 全部目录如下: 第1 农数学和物理学初探 1.1 数学····································································································2 1.2 物理学······························································································19 1.3 总结········································ ··························································27 第2 章状态驱动智能体设计 2.1 11 么是有限状态机··········································································31 2.2 有限状态机的实现........................................ …... …......... …..... …..... 32 2.3 West World 项目···············································································36 2.4 使State 基类可重用····················· …................................................ 45 2.5 令局状态和状态翻转(State Blip) ……·……………………………………… 45 2.6 创建一个StateMachine 类..........…·················································46 2.7 弓I 入Elsa··························································································49 2.8 为你的FSM 增加消息功能............................................................ 50 第3 章如何创建自治的可移动游戏智能体 3.1 11 么是自治智能体··················"······················································64 3.2 交通工具模型.................................................................................. 65 3.3 更新交通丁-贝物理属性.. …... …....................................................... 67 3.4 操控行为.......................................................................................... 68 3.5 组行为(Group Behaviors) ........................................................... 86 3.6 组合操控行为(Combining Steering Behaviors) …………………… 91 3.7 确保无重叠...................................................................................... 96 3.8 应对大倡交通工具:空间划分………............ ….... ……... ……….. …… 97 3.9 平滑................................................................................................ 101 第4 章体育模拟(简单足球) 4.1 简单足球的环境和规则............... …........................... …..... …· …····104 4.2 设计AI ............................................................................................ 111 4.3 使用估算和假设............................................................................ 146 2 4.4 总结................................................................................................................................. 146 第5 农图的秘密生命:: 勹现一个图类~~~ 5.3 图搜索算法..................................................................................................................... 161 5.4 总结................................................................................................................................. 186 第6 农用脚本,还是不用?这是一个问题 6.1 什么是脚木语言............................................................................................................ 188 6.2 脚木语言能为你做些什么............................................................................................ 189 6.3 在Lua 中编写脚本........................................................................................................ 192 6.4 创建一个脚本化的有限状态自动机..……... ….... …………………………………………………·216 6.5 有用的链接..................................................................................................................... 221 6.6 丿f 个是一切都这么美妙................................................................................................ 221 6.7 总结.................................................................................................................................. 222 绾7 农概览《掠夺者〉游戏 7.1 关于这个游戏................................................................................................................ 224 7.2 游戏体系结构概述........................................................................................................ 225 7.3 触发器............................................................................................................................. 230 :: ;~ 言向考虑::: 7.6 总结................................................................................................................................. 252 第8 农实用路径规划 8.1 构建导航图..................................................................................................................... 254 ::二二:导航图::: 8.4 节点式路径或边式路径................................................................................................ 265 8.5 走出困境状态................................................................................................................ 282 8.6 总结................................................................................................................................. 284 第9 章日标驱动智能体行为 9.1 勇I 埃里克的归来........................................................................................................ 287 9.2 实现................................................................................................................................. 288 9.3 《掠夺者》角色所使用的H 标例了..…...............….. …...................... …................. …... 292 9.4 目标仲裁......................................................................................................................... 301 3 ::: ~:::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: !~: 纳10 章揆糊逻辑 JO.I 普通集合....................................................................................................................... 317 口::二:变倡昙 10.4 模糊规则....................................................................................................................... 322 10.5 从理论到应用:给一个模糊逻辑模块编码……………·……………......……·……………… 331 10.6 《掠夺者》中是如何使用模糊逻辑类的………………..………………..... ….. …............... 343 10.7 库博方法....................................................................................................................... 344 10.8 总结............................................................................................................................... 347 拔............................................................................................: ........................................... 349 附录A C++揆板 函数模板.................................................................................................................................. 352 : :: 的困惑昙 附录B UML 类图 已言::.;·::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: !!! 关系·····················............................, ...................................................................................... 359 扂::: 附录C 设置你的开发环境 下载演示的可执行程序.......…....................................... …................. …................................. 366 下载并安装源{飞码................................................................................................................. 366 参考文献.................................................................................................................................. 367 ··························································27 第2 章状态驱动智能体设计 2.1 11 么是有限状态机··········································································31 2.2 有限状态机的实现........................................ …... …......... …..... …..... 32 2.3 West World 项目···············································································36 2.4 使State 基类可重用····················· …................................................ 45 2.5 令局状态和状态翻转(State Blip) ……·……………………………………… 45 2.6 创建一个StateMachine 类..........…·················································46 2.7 弓I 入Elsa··························································································49 2.8 为你的FSM 增加消息功能............................................................ 50 第3 章如何创建自治的可移动游戏智能体 3.1 11 么是自治智能体··················"······················································64 3.2 交通工具模型.................................................................................. 65 3.3 更新交通丁-贝物理属性.. …... …....................................................... 67 3.4 操控行为.......................................................................................... 68 3.5 组行为(Group Behaviors) ........................................................... 86 3.6 组合操控行为(Combining Steering Behaviors) …………………… 91 3.7 确保无重叠...................................................................................... 96 3.8 应对大倡交通工具:空间划分………............ ….... ……... ……….. …… 97 3.9 平滑................................................................................................ 101 第4 章体育模拟(简单足球) 4.1 简单足球的环境和规则............... …........................... …..... …· …····104 4.2 设计AI ............................................................................................ 111 4.3 使用估算和假设............................................................................ 146 2 4.4 总结................................................................................................................................. 146 第5 农图的秘密生命:: 勹现一个图类~~~ 5.3 图搜索算法..................................................................................................................... 161 5.4 总结................................................................................................................................. 186 第6 农用脚本,还是不用?这是一个问题 6.1 什么是脚木语言............................................................................................................ 188 6.2 脚木语言能为你做些什么............................................................................................ 189 6.3 在Lua 中编写脚本........................................................................................................ 192 6.4 创建一个脚本化的有限状态自动机..……... ….... …………………………………………………·216 6.5 有用的链接..................................................................................................................... 221 6.6 丿f 个是一切都这么美妙................................................................................................ 221 6.7 总结.................................................................................................................................. 222 绾7 农概览《掠夺者〉游戏 7.1 关于这个游戏................................................................................................................ 224 7.2 游戏体系结构概述........................................................................................................ 225 7.3 触发器............................................................................................................................. 230 :: ;~ 言向考虑::: 7.6 总结................................................................................................................................. 252 第8 农实用路径规划 8.1 构建导航图..................................................................................................................... 254 ::二二:导航图::: 8.4 节点式路径或边式路径................................................................................................ 265 8.5 走出困境状态................................................................................................................ 282 8.6 总结................................................................................................................................. 284 第9 章日标驱动智能体行为 9.1 勇I 埃里克的归来........................................................................................................ 287 9.2 实现................................................................................................................................. 288 9.3 《掠夺者》角色所使用的H 标例了..…...............….. …...................... …................. …... 292 9.4 目标仲裁......................................................................................................................... 301 3 ::: ~:::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: !~: 纳10 章揆糊逻辑 JO.I 普通集合....................................................................................................................... 317 口::二:变倡昙 10.4 模糊规则....................................................................................................................... 322 10.5 从理论到应用:给一个模糊逻辑模块编码……………·……………......……·……………… 331 10.6 《掠夺者》中是如何使用模糊逻辑类的………………..………………..... ….. …............... 343 10.7 库博方法....................................................................................................................... 344 10.8 总结............................................................................................................................... 347 拔............................................................................................: ........................................... 349 附录A C++揆板 函数模板.................................................................................................................................. 352 : :: 的困惑昙 附录B UML 类图 已言::.;·::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: !!! 关系·····················............................, ...................................................................................... 359 扂::: 附录C 设置你的开发环境 下载演示的可执行程序.......…....................................... …................. …................................. 366 下载并安装源{飞码................................................................................................................. 366 参考文献.................................................................................................................................. 367
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