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What this book covers

Chapter 1, Different Problems Require Different Solutions, is a brief introduction to the video game industry and game AI.

Chapter 2, Possibility and Probability Maps, focuses on how to create and use probability and possibility maps for AI characters.

Chapter 3Production Systems, describes how to create a set of rules necessary for the character AI to achieve their goals.

Chapter 4Environment and AI, focuses on the interaction between the characters in the game and their environment.

Chapter 5, Animation Behaviors, shows best practices to implement animations in our game.

Chapter 6, Navigation Behavior and Pathfinding, focuses on how to calculate the best options for the AI to move in real time.

Chapter 7, Advanced Pathfinding, focuses on the use of theta algorithms to find short and realistic-looking paths.

Chapter 8, Crowd Interactions, focuses on how the AI should behave when there are a lot of characters on the same scene.

Chapter 9, AI Planning and Collision Avoidance, discusses the anticipation of the AI, knowing in advance what they will do when arriving at a position or facing a problem.

Chapter 10, Awareness, focuses on working with awareness systems to create stealth genre mechanics.

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