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Computer Science
Game Development
Artificial Intelligence for Games
1. Introduction to Artificial Intelligence in Games
2. Core Concepts and Movement
3. Decision-Making Architectures
4. Sensing and Knowledge Representation
5. Tactical and Strategic AI
6. Learning and Adaptation in Games
7. Advanced and Specialized Topics
8. Implementation and Production
Tactical and Strategic AI
Individual Tactics
Target Selection
Threat Assessment
Priority Targeting
Target Switching
Opportunity Targeting
Weapon Selection
Weapon Suitability
Range Considerations
Ammo and Resource Management
Situational Weapon Choice
Use of Cover
Cover Selection Criteria
Moving Between Cover
Peek and Fire
Cover Degradation
Combat Positioning
Optimal Positioning
Flanking Positions
High Ground Advantage
Situational Awareness
Tracking Player Actions
Reacting to Environmental Changes
Threat Detection
Opportunity Recognition
Squad and Group Tactics
Role Assignment
Assault Roles
Support Roles
Sniper Roles
Medic Roles
Dynamic Role Switching
Coordinated Movement
Synchronizing Actions
Maintaining Formation
Leapfrog Advancement
Retreat Coordination
Fire Support
Suppression Fire
Area Denial
Pinning Enemies
Covering Fire
Tactical Maneuvers
Flanking Maneuvers
Pincer Movements
Envelopment Tactics
Path Planning for Flanking
Timing and Coordination
Communication Systems
Information Sharing
Command Structure
Alert Systems
Influence Maps
Representing Spatial Data
Enemy Presence
Friendly Control
Strategic Value
Danger Levels
Map Types
Static Influence Maps
Dynamic Influence Maps
Multi-Layer Maps
Propagating and Combining Influences
Influence Propagation Algorithms
Decay Functions
Combining Multiple Influence Sources
Momentum and Inertia
Using Maps for Decision-Making
Tactical Positioning
Resource Allocation
Movement Planning
Risk Assessment
Strategic AI in Genres
Real-Time Strategy (RTS)
Economy Management
Resource Gathering
Spending Prioritization
Economic Expansion
Trade and Commerce
Build Orders
Opening Strategies
Adaptive Build Orders
Tech Trees
Timing Attacks
Army Composition
Unit Selection
Counter Strategies
Rock-Paper-Scissors Balance
Combined Arms
High-Level Battle Plans
Attack and Defense Planning
Map Control
Strategic Objectives
Long-Term Planning
Diplomacy and Alliances
Negotiation Systems
Treaty Management
Betrayal Detection
Turn-Based Strategy (TBS)
Search Trees
Minimax Algorithm
Alpha-Beta Pruning
Negamax
Principal Variation Search
Monte Carlo Tree Search (MCTS)
Selection Phase
Expansion Phase
Playout Policies
Backpropagation
UCB1 Formula
Turn Evaluation and Planning
Position Evaluation
Move Ordering
Transposition Tables
Opening Books and Endgame Tables
Pre-computed Strategies
Pattern Recognition
First-Person Shooters (FPS)
Combat AI
Level Navigation
Team Coordination
Role-Playing Games (RPG)
Quest AI
NPC Behavior
Party Management
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4. Sensing and Knowledge Representation
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6. Learning and Adaptation in Games