Chapter 1. Introduction: Game AI and How to Use This Book. Chapter 2. Simple Hard-Coded AI. Chapter 3. Finite State Machines. Chapter 4. Rule-Based AI. Chapter 5. Introduction to Random and Probabilistic Decisions. Chapter 6. Look-ahead, the First Step of Planning. Chapter 7. Book of Moves. Chapter 8. Emergent Behaviors. Chapter 9. Topics to Pursue From Here.
About the Author
Neil is a member of Technical Staff at Bell Labs, the R&D arm of Alcatel-Lucent. He has hosted the AI Programmers Dinner and moderated the AI Roundtables at GDC for many years. He is on the IGDA Foundation Board of Trustees and has spearheaded the Eric Dybsand Memorial Scholarship for AI for the last three years. He has articles in AI Game Programming Wisdom volumes 1, 2, and 4. He was a section editor for two sections of Wisdom 4. He currently consults on CMMI, software architecture reviews, artifact flow-through, tool integration, and process improvement. He also teaches a two-day class, Avoiding the Software Performance Crisis. When not consulting, he develops .NET solutions. His previous assignments included building speech recognition software and teaching at the university level. Neil holds a master's degree in computer science from Ohio State University. In his spare time he designs multi-player, tactical combat computer games and especially enjoys writing AI for computer opponents that play well without cheating.