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Development of three AI techniques for 2D platform games - DiVA PDF

200 Pages·2006·6.12 MB·English
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Department of Computer Science Martin Persson Development of three AI techniques for 2D platform games D-level Dissertation (20p) 2005:11 Development of three AI techniques for 2D platform games Martin Persson (cid:13)c 2005 The author and Karlstad University This thesis is submitted in partial fulfillment of the requirements for the Masters degree in Computer Science. All material in this thesis which is not my own work has been identified and no mate- rial is included for which a degree has previously been conferred. Martin Persson Approved, 9 December 2005 Opponent: Jan Eriksson Advisor: Simone Fischer-Hu¨bner Examiner: Donald F. Ross iii Abstract This thesis serves as an introduction to anyone that has an interest in artificial intelligence games and has experience in programming or anyone who knows not- hing of computer games but wants to learn about it. The first part will present a brief introduction to AI, then it will give an introduction to games and game programming for someone that has little knowledge about games. This part inclu- des game programming terminology, different game genres and a little history of games. Then there is an introduction of a couple of common techniques used in game AI. The main contribution of this dissertation is in the second part where three techniques that never were properly implemented before 3D games took over the market are introduced and it is explained how they would be done if they were to live up to today’s standards and demands. These are: line of sight, image recognition and pathfinding. These three techniques are used in today’s 3D games so if a 2D game were to be released today the demands on the AI would be much higher then they were ten years ago when 2D games stagnated. The last part is an evaluation of the three discussed topics. Keywords Artificial intelligence, AI, Game, 2D, Platform, Line of sight, Image recognition, Pathfinding. v Acknowledgements I would like to thank the flowing people. Simone Fischer-Hu¨bner, for all the advise and help throughout the project. And for showing me that there exist people in the computer science world that do not know who Pac-Man is. Donald F. Ross, for approving this topic as a D-level dissertation. And for setting an example for how code should not be written. JanEriksson, forconstructivecriticismduringtheopposition. Andforpointing out all the bad things in the dissertation. vii

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des game programming terminology, different game genres and a little so if a 2D game were to be released today the demands on the AI would be much.
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