Lecture 5: Physics and AI in Games

Computer Science & IT - Lecture 5: Physics and AI in Games - 25 slides

Explore Lecture 5: Physics and AI in Games, covering This lecture explores the implementation of realistic physics simulations and artificial intelligence (AI) in game.

Topics Covered

  • Introduction to Physics Simulations and AI in Game Development
  • Importance of Realism in Game Physics
  • Overview of Physics Engines
  • Popular Physics Engines: Unity vs. Unreal
  • Introduction to Artificial Intelligence in Games
  • Role of AI in Enhancing Gameplay
  • NPC Decision Making and Behavior Modeling
  • Scripting NPC Interactions
  • Dynamic vs. Static AI Behavior
  • Testing and Debugging Physics Simulations
  • Tools for AI Development in Games
  • Future Trends in Game Physics and AI
  • Case Study: Physics-Driven Gameplay
  • Hands-On Example: Implementing a Physics Engine
  • Basic Principles of Physics in Games
  • Collision Detection Techniques
  • Rigid Body Dynamics Explained
  • Soft Body Dynamics in Game Physics
  • Fluid Dynamics in Game Engines
  • NavMesh and Navigation Systems
  • Implementing Pathfinding in Game Engines
  • Case Study: AI in Popular Games
  • Real-World Applications of Game AI
  • Summary of Key Concepts
  • Conclusion and Future Directions in Game Development

References

  • Millington, I. and Funge, J. (2016) Artificial Intelligence for Games. 3rd edn. Boca Raton: CRC Press.
  • Eberly, D.H. (2010) Game Physics. 2nd edn. Oxford: Morgan Kaufmann.
  • Hecker, C. (1996) 'Physical Simulation for Computer Graphics.' SIGGRAPH Proceedings.
  • Millington, I., & Funge, J. (2018). Artificial Intelligence for Games. 3rd Edition. CRC Press.
  • Millington, I. and Funge, J. (2009) Artificial Intelligence for Games. 2nd ed. Burlington: Elsevier.
  • Entertainment Software Association (2021) Realistic NPC Modeling
  • Russell, S. and Norvig, P. (2020) Artificial Intelligence: A Modern Approach
  • Eberly, D. H. (2003) Game Physics. Morgan Kaufmann.
  • Russell, S.J. and Norvig, P. (2016) Artificial Intelligence: A Modern Approach. Pearson Education.
  • Kapoor, A. (2021) Deep Learning in Games. MIT Press.
  • Couper, D. (2018) Physics in Games. Springer.
  • Moore, J. (2007) Physics Systems in Unity. CRC Press.
  • Hecker, C. (1997) Physics for Game Developers.
  • Bourg, D.M. (2002) Physics for Game Developers. 2nd edn. Cambridge, MA: O'Reilly.
  • Eberly, D.H. (2001) 3D Game Engine Design. San Francisco: CRC Press.
  • Hughes, J.F. (2013) Computer Graphics: Principles and Practice. 3rd edn.
  • Müller, M., et al. (2007) 'Real-time Soft Body Simulation.' ACM Transactions on Graphics
  • Bridson, R. (2008) Fluid Simulation for Computer Graphics. CRC Press.
  • Millington, I. (2022) Artificial Intelligence for Games. 3rd edn. CRC Press.
  • Russell, S.J. and Norvig, P. (2021) Artificial Intelligence: A Modern Approach. 4th edn. Pearson.
  • Millington, I. and Funge, J. (2009) Artificial Intelligence for Games, 2nd edn. Burlington: Morgan Kaufmann.
  • Eberly, D.H. (2006) Game Physics. 2nd edn. San Francisco: Elsevier.
  • Goodfellow, I., Bengio, Y. and Courville, A. (2016) Deep Learning. Cambridge: MIT Press.
  • Bourg, D.M. and Seemann, G. (2004) AI for Game Developers. Sebastopol: O'Reilly Media.
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