Ideas for a game AI text book
If there was a class on game AI, what would it''s text book look like? i took a stab at creating a Table of Contents for one. Thought some people here might be interested
http://ihatebaylor.com/technical/computer/game_ai/text_book/
-baylor
At a cursory glance, you would want to add ''execution monitoring'' under the planning section... what good is a plan if you''re not looking at its execution. This relates to your patch or replan section, but should precede it.
Additionally, you might want to explicitly discuss the representation and implementation of uncertainty in knowledge. Topic arising from this include probabilities, uncertainty factors, fuzzy logic (although strictly speaking this is not an uncertainty representation scheme), belief revision under uncertainty, decision making under uncertainty, etc...
I''ll have a closer look later this week. If I find any glaring omissions, I''ll let you know.
Timkin
Additionally, you might want to explicitly discuss the representation and implementation of uncertainty in knowledge. Topic arising from this include probabilities, uncertainty factors, fuzzy logic (although strictly speaking this is not an uncertainty representation scheme), belief revision under uncertainty, decision making under uncertainty, etc...
I''ll have a closer look later this week. If I find any glaring omissions, I''ll let you know.
Timkin
quote:
Original post by Timkin
At a cursory glance, you would want to add ''execution monitoring'' under the planning section
i was going to but then remembered that planning is my weak spot and that i don''t know enough to really write about that bit
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quote:
Additionally, you might want to explicitly discuss the representation and implementation of uncertainty in knowledge.
i''m trying to avoid including any Russel & Norvig academic AI unless i can tie it back to a specific problem and implementation of a solution. But obviously uncertainty has a role in their somewhere. Gotta figure out where to put it. i think i had intended to include it under decision making with the utility theory stuff but Bayes nets probably deserve their own section. Before i do it, though, i gotta think through in my head where, specifically, i''d use it in a commercial game. i''m terrible at explaining things if i don''t have an example to work from. i''ll ask some of my game pro friends how (or if) they deal with uncertainty. But for now i''ll make sure to add a Bayes section since that''s probably going to be important
Thanks!
-b
Ai Game Programming Wisdom is a good AI book, if that''s all your looking for. If you just want to write a book about AI, first step is you need to go learn how to make AI. Can''t tell people how to do something you don''t know.
Did I miss the entry for multi-tiered strategic AI techniques?
Dave Mark - President and Lead Designer
Intrinsic Algorithm - "Reducing the world to mathematical equations!"
Dave Mark - President and Lead Designer
Intrinsic Algorithm - "Reducing the world to mathematical equations!"
Dave Mark - President and Lead Designer of Intrinsic Algorithm LLC
Professional consultant on game AI, mathematical modeling, simulation modeling
Co-founder and 10 year advisor of the GDC AI Summit
Author of the book, Behavioral Mathematics for Game AI
Blogs I write:
IA News - What's happening at IA | IA on AI - AI news and notes | Post-Play'em - Observations on AI of games I play
"Reducing the world to mathematical equations!"
quote:
Original post by baylor
But for now i''ll make sure to add a Bayes section since that''s probably going to be important
I don''t think you want to be writing much about Bayes Nets... there are already excellent books out there that cover the topic and another excellent one (that really covers it, from beginner to advanced) coming out later this year. I think you''d be better off showing how to use probabilistic (Bayesian) representations in a simpler framework, but without all of the inference routines
required for a BN (like message passing, etc).
quote:
Original post by baylor
i''m trying to avoid including any Russel & Norvig academic AI unless i can tie it back to a specific problem and implementation of a solution.
That''s a good idea if you want your book to be about currently used techniques.
quote:
Original post by baylor
But obviously uncertainty has a role in their somewhere. Gotta figure out where to put it. i think i had intended to include it under decision making with the utility theory stuff but Bayes nets probably deserve their own section.
Quite clearly it goes under the section ''Knowledge Representation''; section 8 in your TOC.
Timkin
quote:
Original post by InnocuousFox
Did I miss the entry for multi-tiered strategic AI techniques?
Um, it was in invisible ink?
i don''t know, what is multi-tiered strategic AI? My specialty is FPS and RPGs so i admit quite a large amount of ignorance in all sorts of things. Is MTS AI something like a strategy for strategy games made up of a heirarchy (high level, slightly decomposed level, really decomposed level, squad level, squad tactical, unit level, etc.)?
i think i might have missed super- and subsumption too. i should add those
-b
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