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Learning and Implementing AI for a 3D FPS

Started by October 03, 2010 08:36 PM
2 comments, last by IADaveMark 14 years, 1 month ago
Hi all ,

I am working on FPS game. Currently implementing networking features just to be able to create a video from it...

But , I want to introduce "single player" mode to it.

If you ask my "AI" background, I could say I am a totally beginner.

I have browsed many book at amazon.co.uk , but couldn't decide.

What I do want is , by not diving into scientific foundations ( but at least
knowing terms , what is what , that kind of awareness would be good ) , I want to implement a simple AI system for my FPS game.

Firstly what concepts should I study -> FSMs , search algorithms , 3D path finding , decision trees , neural networks .... ?

Secondly, which book would you advise to accomplish my goals ?

Thanks very much in advance...
I seriously need to make this a sticky post...

"Programming Game AI by Example" -- Mat Buckland.

Best intro to game AI book out there right now.

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!"

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Thanks for your reply.

BTW , forgive me , if my question is meaningless ( as I've said I am just a beginner )

but I have seen some presentations about game AI , I am tended
to think that AIs may vary based on genre , even based on whether the game is 3D or 2D.

Ofcourse I am not expecting to develop a great AI system for a 3D FPS , but after reading this book , will it also work for 3D games ?

( Because as I've noticed there are some 2D samples of the book )

Thanks...
Many AI techniques are the same regardless of genre. Pathfinding is the same whether you are doing a top down icon-based game or a shooter like Halo. Most decision processes are the same. You can use FSMs or behavior trees for decisions and actions regardless of what it is you are deciding. Some things are better for certain situations than others and some of those situations may occur more often in certain genres, but breaking down AI by genre isn't necessarily a good idea.

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!"

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