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Programming.Role.Playing.Games.with.DirectX.2nd.Edition
这是我认为最好的directx入门书。CSDN上只有第一版,有点老了。这是第二版
2010-08-10
Artificial.Intelligence.for.Games
Two memories stand out in my career writing game AI.
The first takes place in a dingy computer lab on the top floor of the computer science
building at Birmingham University in the UK. Although I am half-way through
the first year of my Artificial Intelligence degree, I’ve only been in the department
for a couple of weeks after transferring from a Mathematics major. Catching up on
a semester of work is, unexpectedly, great fun, and there are a great bunch of fellow
students eager to help me learn about Expert Systems, Natural Language Processing,
Philosophy of Mind, and the Prolog programming language.
One of my fellow students has written a simple text-based adventure game in
Prolog. I’m not new to game programming—I was part of the 8-bit bedroom coding
scene through my teenage years, and by this time had written more than ten games
myself. But this simple game completely captivates my attention. It is the first time
I’ve seen a finite state machine in action. There is an Ogre, who can be asleep, dozing,
distracted, or angry. And you can control his emotions through hiding, playing a
flute, or stealing his dinner.
All thoughts of assignment deadlines are thrown to the wind, and a day later I
have my own game in C written with this new technique. It is a mind-altering experience,
taking me to an entirely new understanding of what is possible. The enemies
I’d always coded were stuck following fixed paths, or waited until the player came
close before homing right in. In the FSM I saw the prospect of modeling complex
emotional states, triggers, and behaviors. And I knew Game AI is what I wanted to
do.
The second memory is more than ten years later. Using some technology developed
to simulate military tactics, I have founded a company called Mindlathe, dedicated
to providing artificial intelligence middleware to games and other real-time
applications. It is more than two years into development, and we are well into the
process of converting prototypes and legacy code in
2010-07-26
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