In this chapter, we discussed Game AI, what it is, and how it is different than academic AI. We talked about using autonomous agents versus a top-down AI, and the benefits of each AI style, as well as how we can mix the two styles.
I introduced the concept of an FSM and mentioned early uses of FSMs in games such as PAC-MAN, and we explored steering behaviors, and the kinds of steering behaviors we will use to direct the agent in our game. We added asteroids and a star as obstacles to our game and increased the size of our gameplay area. We added new forms of collision detection to allow our AI to determine when it has a line of sight with our player. We also added rectangle collision detection to determine whether there is an obstacle close enough for our AI to use an avoid force. We expanded our Point class to a Vector2D class and added new functionality including projection...