User Tools

Site Tools


games:aigerrata

Artificial Intelligence for Games

My Own Errata

These items are in addition to the ones presented in the official errata webpage at http://ai4g.com/errata/

Chapter 3: Movement

  • Page 47 and 57In my understanding, I think it is not relevant to multiply linear and angular steering by the elapsed time before adding it to the velocity and orientation fields:
  7 # Update the position and orientation 
  8 position += velocity * time 
  9 orientation += rotation * time 
 10 
 11 # and the velocity and rotation 
 12 velocity += steering.linear;
 13 rotation += steering.angular;
  • Page 49 – code block, line 8, static should read velocity
  • Page 50We use the Static data structure should read We use the Kinematic data structure
  • Page 57 – first code block, line 13, orientation should read rotation
  • Page 70 – code block, line 37, explicitTarget should read target (this class target, not the super class one)
  • Page 72 – first code block, line 20, explicitTarget should read target (this class target, not the super class one)
  • Page 75 – code block, line 34 and 38 should use target.position instead of target
  • Page 78 – code block, line 21, currentPos should read currentParam
  • Page 79 – code block, line 29, currentPos should read currentParam
  • Page 83 – code block, line 30, direction should be calculated the other way around, or the objects will attract and not separate.
 30 direction = character.position - target.position
  • Page 88/89 – in the code block, the steering variable is not initialized as usual. So, for instance, on line 74, should be:
 74 steering = new Steering
  • Page 88/89 – in the code block, line 35 and 67 should be calculated the other way around:
 35  relativePos = character.position - target.position
 ...
 67  relativePos = character.position - firstTarget.position 
  • Page 91 – in the algorithm, line 34 should use target.position
  • Page 98 – in the end of the algorithm, max value is computed, min should be. Also, it should be pointed out that we are overloading Min with the possibility to compare a vector (steering.linear) with a real value (maxAcceleration).
 26  steering.linear = min(steering.linear, maxAcceleration)   # this is the overloaded one
 27  steering.angular = min(steering.angular, maxRotation)
  • Page 113 – line 33 of the algorithm is not needed. That variable is never used. Maybe it was there for a less-algorithmic approach, where break continue wasn't allowed.
  • Page 113 – line 42 of the algorithm, should use constraint.willViolate(path), accordingly with API defined in the next pages.
  • Page 118 – first code block, line 14 should use start and end, instead of startNode and endNode. In the same block, before calling Astar, heuristic should be initialized. Probably it is worth a 'heuristicNode' information, to compute the heuristic only if the end node changed from last time the heuristic was used?
  • Page 199 – method suggest should have a first line with segment = path[problemIndex]
  • Page 141 – for correctness, method checkJumpTime should return canAchieve;

Chapter 4: Pathfinding

  • Page 210 – code block:
    • line 28, goal should read end;
    • line 31, current should read current.node;
    • line 78, goal should read end;
    • line 93 should be: current = closed.find(current.connection.getFromNode())
  • Page 220 – code block:
    • line 32, goal should read end;
    • line 35, current should read current.node;
    • line 81, .cost should read .estimatedTotalCost;
    • line 114, goal should read end;
    • line 129 should be: current = closed.find(current.connection.getFromNode())
  • Section 4.3.4Contents comment: This section is interesting and relevant, but misses some strong opinions to the casual reader. When reading the heaps section the reader will be convinced that that data structure is great. But it is not clear, for someone not familiar with heaps, that the find, the contains and the remove-element methods are too inefficient (full tree look-up, and probably full heap reordering during random element removal. Removal is just a problem for A*, given that Dijkstra removes only the tree head.
  • Page 259 – When discussing que Average Minimum Distance, the paragraph concludes with “So the average cost of moving from C to D is 31/2”, where it should be 7/2, or if you want to use the same digits, “3 1/2” :-)
  • Page 261 – The algorithm “as is” does not work, as it has an infinite loop, as currentLevel doensn't get changed. My correction is presented below. Also, line 7 is not needed, as startNode gets rewritten in the loop.
    21: currentLevel--
    22:
    23: # Are the start and end node the same? 
    24: if startNode == endNode:
    25:    # Skip this level
    26:    continue
    27:
    28: # Otherwise we can perform the plan
    29: graph.setLevel(levelOfNodes)
    30: ...
  • Page 264 – Figure 4.42, can't understand how the maximin costs were computed. For example, the route from the upper room to the smaller center room, should be 8 (the maximum of all minimum routes). So, not sure this example is correct. A fixed (?) example below.

Chapter 5: Decision Making

  • Page 301 – class Action should extend DecisionTreeNode.
  • Page 307 – the code should be a class, not a struct.
  • Page 326 – first code block, like 11 should be result = UpdateResult() for consistency with line 35 of page 327. Also, I would add a parent variable, of type HSMBase, that is already used in the algorithm. It would be None at the top level, and would include its parent on other levels.
  • Page 352 – the Pause task should return True, not the non initialized variable result
  • Page 400 – lines 26/27 of the code should appear before the foreach look in line 20.
  • Page 400 – line 50 of the algorithm, should read currentTime = resetTime
  • Page 407 in the algorithm:
    • line 8 could cycle through actions[1..] like previous algorithms.
    • line 23 is for goal in goals
    • line 28 should call getDiscontentment(newValue) – but I would use discontentment += newValue * newValue
    • line 29 is missing return discontentment
  • Page 408 – I can't see why setting the getDiscontentment method in a class (see previous item)
  • Page 410 in the algorithm:
    • line 7 is for goal in goals
    • line 16 is missing return discontentment
  • Page 430 – In the bottom paragraphs, “The last two items” should refer “The last item”.
  • Page 438 – Code, line 8, should say 'isInstanceOf' instead of 'insistence'
  • Page 438 – Code, line 11, should use 'if not identifier.isWildcard()'
  • Page 439 – Code, line 8, should say 'isInstanceOf' instead of 'insistence'
  • Page 439 – Code, line 11, should use 'identifier.isWildcard()' as the previous algorithm

Chapter 6: Learning

  • Page 586 – line 24 of the algorithm, function should be called with the full array, just like in the beginning of the algorithm.
  • Page 592 – line 24 of the algorithm, function should be called with the full array, just like in the beginning of the algorithm.
  • Page 596after 20 times should read after 100 times.
  • Page 604 – Subarray selections (slices) are kind of weird, or my mind complete blow up.
    • Line 40, subActions = actions[i:nValue-1]
  • Page 611 – Code, line 17, there is no need for attribute self
games/aigerrata.txt · Last modified: 2012/01/02 15:10 by ambs