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Game AI Pro Collected Wisdom of Game AI Professionals

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ISBN-10: 1466565969

ISBN-13: 9781466565968

Edition: 2014

Authors: Steven Rabin

List price: $120.00
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Description:

This book presents cutting-edge game AI techniques primarily from game developers of shipped commercial games as well as some from academia. Topics covered include AI architectures, steering and path finding, tactics/strategy, genre specific techniques, gesture recognition, and learning techniques. About 60 articles are presented in a style that is technical yet accessible to beginners, but ultimately aimed at the intermediate to expert professional game developer. The book supplies readers with a toolbox of techniques that are applicable to a wide range of situations.
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Book details

List price: $120.00
Copyright year: 2014
Publisher: Taylor & Francis Group
Publication date: 9/11/2013
Binding: Hardcover
Pages: 628
Size: 7.64" wide x 9.49" long x 1.38" tall
Weight: 2.794
Language: English

Preface
Web Materials
Acknowledgments
The Editors
The Contributors
General Wisdom
What Is Game Al?
Informing Game Al through the Study of. Neurology
Advanced Randomness Techniques for Game Al: Gaussian Randomness, Filtered Randomness, and Perlin Noise
Architecture
Behavior Selection Algorithms: An Overview
Structural Architecture-Common Tricks of the Trade
The Behavior Tree Starter Kit
Real-World Behavior Trees in Script
Simulating Behavior Trees: A Behavior Tree/Planner Hybrid Approach
An Introduction to Utility Theory
Building Utility Decisions into Your Existing Behavior Tree
Reactivity and Deliberation in Decision-Making Systems
Exploring HTN Planners through Example
Hierarchical Plan-Space Planning for Multi-unit Combat Maneuvers
Phenomenal Al Level-of-Detail Control with the LOD Trader
Runtime Compiled C++ for Rapid Al Development
Plumbing the Forbidden Depths: Scripting and Al
Movement and Pathfinding
Pathfinding Architecture Optimizations
Choosing a Search Space Representation
Creating High-Order Navigation Meshes through Iterative Wavefront Edge Expansions
Precomputed Pathfinding for Large and Detailed Worlds on MMO Servers
Techniques for Formation Movement Using Steering Circles
Collision Avoidance for Preplanned Locomotion
Crowd Pathfinding and Steering Using Flow Field Tiles
Efficient Crowd Simulation for Mobile Games
Animation-Driven Locomotion with Locomotion Planning
Strategy and Tactics
Tactical Position Selection: An Architecture and Query Language
Tactical Pathfinding on a NavMesh
Beyond the Kung-Fu Circle: A Flexible System for Managing NPC Attacks
Hierarchical Al for Multiplayer Bots in Killzone 3
Using Neural Networks to Control Agent Threat Response
Agent Awareness and Knowledge Representation
Crytek's Target Tracks Perception System
How to Catch a Ninja: NPC Awareness in a 2D Stealth Platformer
Asking the Environment Smart Questions
A Simple and Robust Knowledge Representation System
A Simple and Practical Social Dynamics System
Breathing Life into Your Background Characters
Alibi Generation: Fooling All the Players All the Time
Racing
An Architecture Overview for Al in Racing Games
Representing and Driving a Race Track for Al Controlled Vehicles
Racing Vehicle Control Systems using PID Controllers
The Heat Vision System for Racing Al: A Novel Way to Determine Optimal Track Positioning
A Rubber-Banding System for Gameplay and Race Management
Odds and Ends
An Architecture for Character-Rich Social Simulation
A Control-Based Architecture for Animal Behavior
Introduction to GPGPU for Al
Creating Dynamic Soundscapes Using an Artificial Sound Designer
Tips and Tricks for a Robust Third-Person Camera System
Implementing N-Grams for Player Prediction, Procedural Generation, and Stylized Al
Index