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AI Game Programming Wisdom 3

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ISBN-10: 1584504579

ISBN-13: 9781584504573

Edition: 2006

Authors: Steve Rabin

List price: $69.95
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AI Game Programming Wisdom 3 grants you an insider's look at cutting-edge AI techniques used by industry professionals in such games as Fable, Halo 2, and the Battlefield series. Successful commercial games like these require years of research and development in order to deliver exciting, new gameplay experiences. The wealth of knowledge gained through this hard work is invaluable and by sharing it, the 50+ authors in this book have generously given you the tools and techniques you need to build top tier games. In AI Game Programming Wisdom 3, you'll find an entirely new collection of exclusive tips, tricks, techniques, algorithms, and architectures that can't be found anywhere else. And as…    
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Book details

List price: $69.95
Copyright year: 2006
Publisher: Charles River Media
Publication date: 3/9/2006
Binding: Mixed Media
Pages: 734
Size: 7.60" wide x 9.10" long x 1.70" tall
Weight: 3.344

Steve Rabin is a Principal Software Engineer at Nintendo of America, where he researches new techniques for Nintendo's next generation systems, develops tools, and supports Nintendo developers. Before Nintendo, Steve worked primarily as an AI engineer at several Seattle start-ups including Gas Powered Games,WizBang Software Productions, and Surreal Software. He managed and edited the AI Game Programming Wisdom series of books, as well as the book Introduction to Game Development, and has over a dozen articles published in the Game Programming Gems series. He's spoken at the Game Developers Conference and moderates the AI roundtables. Steve teaches artificial intelligence at both the…    

Preface
Acknowledgments
About the Cover Image
Contributor Bios
General Wisdom
Custom Tool Design for Game AI
Using STL and Patterns for Game AI
Declarative AI Design for Games?Considerations for MMOGs
Designing for Emergence
Fun Game AI Design for Beginners
Strategies for Multiprocessor AI
Academic AI Research and Relations with the Game Industry
Writing AI as Sport
Pathfinding
Cooperative Pathfinding
Improving on Near-Optimality: More Techniques for Building Navigation Meshes
Smoothing a Navigation Mesh Path
Preprocessed Pathfinding Using the GPU
Movement
Flow Fields for Movement and Obstacle Avoidance
Autonomous Camera Control with Constraint Satisfaction Methods
Insect AI 2: Implementation Strategies
Intelligent Steering Using Adaptive PID Controllers
Fast, Neat, and Under Control: Arbitrating Between Steering Behaviors
Real-Time Crowd Simulation Using AI.implant
Architecture
Flexible Object-Composition Architecture
A Goal-Based, Multitasking Agent Architecture
Orwellian State Machines
A Flexible AI System through Behavior Compositing
Goal Trees
A Unified Architecture for Goal Planning and Navigation
Prioritizing Actions in a Goal-Based RTS AI
Extending Simple Weighted-Sum Systems
AI Waterfall: Populating Large Worlds Using Limited Resources
An Introduction to Behavior-Based Systems for Games
Simulating a Plan
Tactics and Planning
Probabilistic Target Tracking and Search Using Occupancy Maps
Dynamic Tactical Position Evaluation
Finding Cover in Dynamic Environments
Coordinating Teams of Bots with Hierarchical Task Network Planning
Genre Specific
Training Digital Monsters to Fight in the Real World
The Suffering: Game AI Lessons Learned
Environmental Awareness in Game Agents
Fast and Accurate Gesture Recognition for Character Control
Being a Better Buddy: Interpreting the Player?s Behavior
Ant Colony Organization for MMORPG and RTS Creature Resource Gathering
RTS Citizen Unit AI
A Combat Flight Simulation AI Framework
Scripting and Dialog
Opinion Systems
An Analysis of Far Cry Instincts? Anchor System
Creating a Visual Scripting System
Intelligent Story Direction in the Interactive Drama Architecture
Learning And Adaptation
Practical Algorithms for In-Game Learning
A Brief Comparison of Machine Learning Methods
Introduction to Hidden Markov Models
Preference-Based Player Modeling
Dynamic Scripting
Encoding Schemes and Fitness Functions for Genetic Algorithms
A New Look at Learning and Games
Constructing Adaptive AI Using Knowledge-Based Neuroevolution
About the CD-ROM
Index