Practical-Game-AI-Programming
Practical Game AI Programming, published by Packt
Practical Game AI Programming, code included
The repository that ships with the Packt book of the same name, holding chapter-by-chapter project files for possibility maps, the Rete algorithm, pruning, and pathfinding.
A book's companion repo
This is the code repository for Practical Game AI Programming, published by Packt, and it holds the supporting project files needed to work through the book. Code is organized into folders where each folder starts with a number followed by an application name, such as Chapter02, so readers can follow along chapter by chapter without hunting for files.
What the book covers
The about section walks through the topics: working with animations, planning and creating pruning strategies, and building Theta algorithms for short, realistic-looking game paths. It also looks at how AI should behave when many characters share a scene, and it names the methods and algorithms involved, including possibility maps, the Forward Chaining Plan, the Rete Algorithm, wall distances, and map preprocess implementation. The instructions recommend a game engine that uses C, with Unity3D, which has a free version, used for the book's examples. The book promises more than mechanics: it covers which methods fit which situation, how to work around some of the usual limitations, and how to deliver a better experience to the player, with the stated payoff being that you think differently about game AI by the end.
The free PDF
Buyers of the print or Kindle edition can claim a DRM-free PDF at no cost through a link in the README. It is a small but welcome extra for a companion repository, and it means the code and the full book can end up on the same machine, which fits the work-along style of the project.
Editorial conclusion
The repo organizes the book's code by chapter, and it doubles as the place to claim a free DRM-free PDF if you already own the print or Kindle edition.
Community notes