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Abstract

If you compare what academic research is doing in the field of Artificial Intelligence (AI) with what is actually practiced in the game programming industry, you may see very little overlap. For the most part, most programmers are just using what is expedient for their game AI even if this means just coding lots of plain if/then statements. Rather than integrate a rule-based expert system shell such as Jess, a more popular approach to game AI in practice is to use a publish-and-subscribe architecture to distribute state update events.1 The if/then statements are then used to determine whether and how an actor should react to a particular event received.

Most of the learning in use, is of no great use.

— Benjamin Franklin

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Further Reading

  • Bigus, Joseph P. and Jennifer Bigus. Constructing Intelligent Agents Using Java, 2nd edition. Hoboken, NJ: John Wiley & Sons, 2001.

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  • DeLoura, Mark (ed.). “The Basics of A* for Path Planning.” Chapter 3.3 in Game Programming Gems. Hingham, MA: Charles River Media, 2000.

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  • Laird, John E. and Michael van Lent. “Human-Level AI’s Killer Application: Interactive Computer Games.” AI Magazine, Summer 2001.

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  • Luger, George F. and William A. Stubblefield. “Heuristic Search.” Chapter 4 in Artificial Intelligence: Structures and Strategies for Complex Problem Solving, 2nd edition. San Francisco, CA: Benjamin/Cummings Publishing Co., 1993.

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  • Watson, Mark. Intelligent Java Applications for the Internet and Intranets. San Francisco, CA: Morgan Kaufmann Publishers, 1997.

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© 2004 David Wallace Croft

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Croft, D.W. (2004). A* Algorithm. In: Advanced Java Game Programming. Apress, Berkeley, CA. https://doi.org/10.1007/978-1-4302-0713-9_8

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  • DOI: https://doi.org/10.1007/978-1-4302-0713-9_8

  • Publisher Name: Apress, Berkeley, CA

  • Print ISBN: 978-1-59059-123-9

  • Online ISBN: 978-1-4302-0713-9

  • eBook Packages: Springer Book Archive

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