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Introduction
This book dives deep into game‑AI development, with special focus on building artificial‑intelligence characters that deliver engaging and entertaining gameplay experiences. Moving from foundational theories to practical implementation, the author systematically explains design philosophies and technical workflows for game AI, making it suitable for readers interested in AI and game development. It covers diverse in‑game AI capabilities including logic control for enemy behaviours, response mechanisms reacting to player actions, and dynamic generation of environmental interactions. Using concrete case studies, it illustrates practical applications of core technologies such as pathfinding, decision trees, and finite‑state machines within game‑AI systems. It also highlights algorithm‑design approaches to boost AI expressiveness and deliver more immersive, compelling gameplay. A central theme is the player‑experience‑first design mindset. The author argues that game AI is not meant to pursue absolute intelligence. Instead, it creates challenge and a sense of achievement for players via well‑calibrated behavioural patterns. For instance, enemy AI should feel sufficiently clever to raise difficulty without out‑matching player capabilities, while teammate AI demonstrates cooperative intelligence to offer meaningful support and strengthen player immersion.
Book Title:《人工知能の作り方 ――「おもしろい」ゲーム AI はいかにして動かすのか》
Author:Yoichiro Miyake(三宅陽一郎)
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