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Cutting-edge tactics and strategy for game AI primarily from game developers of shipped commercial games. The book acts as a toolbox of techniques that can be applied to many common and not-so-common situations.
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Cutting-edge tactics and strategy for game AI primarily from game developers of shipped commercial games. The book acts as a toolbox of techniques that can be applied to many common and not-so-common situations.
Produktdetails
- Produktdetails
- Verlag: CRC Press
- Seitenzahl: 260
- Erscheinungstermin: 25. September 2019
- Englisch
- Abmessung: 241mm x 196mm x 19mm
- Gewicht: 686g
- ISBN-13: 9780367150945
- ISBN-10: 0367150948
- Artikelnr.: 57816037
- Herstellerkennzeichnung
- Libri GmbH
- Europaallee 1
- 36244 Bad Hersfeld
- gpsr@libri.de
- Verlag: CRC Press
- Seitenzahl: 260
- Erscheinungstermin: 25. September 2019
- Englisch
- Abmessung: 241mm x 196mm x 19mm
- Gewicht: 686g
- ISBN-13: 9780367150945
- ISBN-10: 0367150948
- Artikelnr.: 57816037
- Herstellerkennzeichnung
- Libri GmbH
- Europaallee 1
- 36244 Bad Hersfeld
- gpsr@libri.de
Steve Rabin has 15 years at Nintendo of America, 4 years at various game developer start-ups, and 7 years of college teaching experience. He has been the invited keynote speaker at several academic AI conferences, founder and summit advisor for the AI Summit at GDC, GDC speaker, and founder/manager of the AI Game Programmers Guild.
About the Editor
About the Contributors
Introduction
1 Tactical Position Selection: An Architecture and Query Language
Matthew Jack
2 Tactical Pathfinding on a NavMesh
Daniel Brewer
3 Beyond the Kung-Fu Circle: A Flexible System for Managing NPC Attacks
Michael Dawe
4 Hierarchical AI for Multiplayer Bots in Killzone
Remco Straatman, Tim Verweij, Alex Champandard, Robert Morcus, and Hylke
Kleve
5 Using Neural Networks to Control Agent Threat Response
Michael Robbins
6 Looking for Trouble: Making NPCs Search Realistically
Rich Welsh
7 Modeling Perception and Awareness in Tom Clancy's Splinter Cell Blacklist
Martin Walsh
8 Escaping the Grid: Infinite-Resolution Influence Mapping
Mike Lewis
9 Modular Tactical Influence Maps
Dave Mark
10 Spatial Reasoning for Strategic Decision Making
Kevin Dill
11 Extending the Spatial Coverage of a Voxel-Based Navigation Mesh
Kevin A. Kirst
12 Being Where It Counts: Telling Paragon Bots Where to Go
Mieszko Zieli¿ski
13 Combat Outcome Prediction for Real-Time Strategy Games
Marius Stanescu, Nicolas A. Barriga, and Michael Buro
14 Guide to Effective Auto-Generated Spatial Queries
Eric Johnson
15 The Role of Time in Spatio-Temporal Reasoning: Three Examples from Tower
Defense
Baylor Wetzel and Kyle Anderson
16 Pitfalls and Solutions When Using Monte Carlo Tree Search for Strategy
and Tactical Games
Gijs-Jan Roelofs
17 Petri Nets and AI Arbitration
Sergio Ocio Barriales
18 Hierarchical Portfolio Search in Prismata
David Churchill and Michael Buro
About the Contributors
Introduction
1 Tactical Position Selection: An Architecture and Query Language
Matthew Jack
2 Tactical Pathfinding on a NavMesh
Daniel Brewer
3 Beyond the Kung-Fu Circle: A Flexible System for Managing NPC Attacks
Michael Dawe
4 Hierarchical AI for Multiplayer Bots in Killzone
Remco Straatman, Tim Verweij, Alex Champandard, Robert Morcus, and Hylke
Kleve
5 Using Neural Networks to Control Agent Threat Response
Michael Robbins
6 Looking for Trouble: Making NPCs Search Realistically
Rich Welsh
7 Modeling Perception and Awareness in Tom Clancy's Splinter Cell Blacklist
Martin Walsh
8 Escaping the Grid: Infinite-Resolution Influence Mapping
Mike Lewis
9 Modular Tactical Influence Maps
Dave Mark
10 Spatial Reasoning for Strategic Decision Making
Kevin Dill
11 Extending the Spatial Coverage of a Voxel-Based Navigation Mesh
Kevin A. Kirst
12 Being Where It Counts: Telling Paragon Bots Where to Go
Mieszko Zieli¿ski
13 Combat Outcome Prediction for Real-Time Strategy Games
Marius Stanescu, Nicolas A. Barriga, and Michael Buro
14 Guide to Effective Auto-Generated Spatial Queries
Eric Johnson
15 The Role of Time in Spatio-Temporal Reasoning: Three Examples from Tower
Defense
Baylor Wetzel and Kyle Anderson
16 Pitfalls and Solutions When Using Monte Carlo Tree Search for Strategy
and Tactical Games
Gijs-Jan Roelofs
17 Petri Nets and AI Arbitration
Sergio Ocio Barriales
18 Hierarchical Portfolio Search in Prismata
David Churchill and Michael Buro
About the Editor
About the Contributors
Introduction
1 Pathfinding Architecture Optimizations
Steve Rabin and Nathan R. Sturtevant
2 Choosing a Search Space Representation
Nathan R. Sturtevant
3 Creating High-Order Navigation Meshes through Iterative Wavefront Edge Expansions
D. Hunter Hale and G. Michael Youngblood
4 Precomputed Pathfinding for Large and Detailed Worlds on MMO Servers
Fabien Gravot, Takanori Yokoyama, and Youichiro Miyake
5 Techniques for Formation Movement Using Steering Circles
Stephen Bjore
6 Collision Avoidance for Preplanned Locomotion
Bobby Anguelov
7 Crowd Pathfinding and Steering Using Flow Field Tiles
Elijah Emerson
8 Efficient Crowd Simulation for Mobile Games
Graham Pentheny
9 Animation-Driven Locomotion with Locomotion Planning
Jaroslaw Ciupinski
10 JPS+: An Extreme A* Speed Optimization for Static Uniform Cost Grids
Steve Rabin and Fernando Silva
11 Subgoal Graphs for Fast Optimal Pathfinding
Tansel Uras and Sven Koenig
12 Theta* for Any-Angle Pathfinding
Alex Nash and Sven Koenig
13 Advanced Techniques for Robust, Efficient Crowds
Graham Pentheny
14 Context Steering: Behavior-Driven Steering at the Macro Scale
Andrew Fray
15 Guide to Anticipatory Collision Avoidance
Stephen J. Guy and Ioannis Karamouzas
16 Hierarchical Architecture for Group Navigation Behaviors
Clodéric Mars and Jérémy Chanut
17 Dynamic Obstacle Navigation in Fuse
Jan Müller
18 Steering against Complex Vehicles in Assassin's Creed Syndicate
Eric Martel
19 Predictive Animation Control Using Simulations and Fitted Models
Ingimar Hólm Gudmundsson, Hendrik Skubch, Fabien Gravot, and Youichiro Miyake
20 Fast Cars, Big City: The AI of Driver San Francisco
Chris Jenner and Sergio Ocio Barriales
21 A Unified Theory of Locomotion
Graham Pentheny
22 RVO and ORCA: How They Really Work
Ben Sunshine-Hill
23 Optimization for Smooth Paths
Mark Langerak
24 3D Flight Navigation Using Sparse Voxel Octrees
Daniel Brewer
25 Faster A* with Goal Bounding
Steve Rabin and Nathan R. Sturtevant
26 Faster Dijkstra Search on Uniform Cost Grids
Nathan R. Sturtevant and Steve Rabin
About the Contributors
Introduction
1 Pathfinding Architecture Optimizations
Steve Rabin and Nathan R. Sturtevant
2 Choosing a Search Space Representation
Nathan R. Sturtevant
3 Creating High-Order Navigation Meshes through Iterative Wavefront Edge Expansions
D. Hunter Hale and G. Michael Youngblood
4 Precomputed Pathfinding for Large and Detailed Worlds on MMO Servers
Fabien Gravot, Takanori Yokoyama, and Youichiro Miyake
5 Techniques for Formation Movement Using Steering Circles
Stephen Bjore
6 Collision Avoidance for Preplanned Locomotion
Bobby Anguelov
7 Crowd Pathfinding and Steering Using Flow Field Tiles
Elijah Emerson
8 Efficient Crowd Simulation for Mobile Games
Graham Pentheny
9 Animation-Driven Locomotion with Locomotion Planning
Jaroslaw Ciupinski
10 JPS+: An Extreme A* Speed Optimization for Static Uniform Cost Grids
Steve Rabin and Fernando Silva
11 Subgoal Graphs for Fast Optimal Pathfinding
Tansel Uras and Sven Koenig
12 Theta* for Any-Angle Pathfinding
Alex Nash and Sven Koenig
13 Advanced Techniques for Robust, Efficient Crowds
Graham Pentheny
14 Context Steering: Behavior-Driven Steering at the Macro Scale
Andrew Fray
15 Guide to Anticipatory Collision Avoidance
Stephen J. Guy and Ioannis Karamouzas
16 Hierarchical Architecture for Group Navigation Behaviors
Clodéric Mars and Jérémy Chanut
17 Dynamic Obstacle Navigation in Fuse
Jan Müller
18 Steering against Complex Vehicles in Assassin's Creed Syndicate
Eric Martel
19 Predictive Animation Control Using Simulations and Fitted Models
Ingimar Hólm Gudmundsson, Hendrik Skubch, Fabien Gravot, and Youichiro Miyake
20 Fast Cars, Big City: The AI of Driver San Francisco
Chris Jenner and Sergio Ocio Barriales
21 A Unified Theory of Locomotion
Graham Pentheny
22 RVO and ORCA: How They Really Work
Ben Sunshine-Hill
23 Optimization for Smooth Paths
Mark Langerak
24 3D Flight Navigation Using Sparse Voxel Octrees
Daniel Brewer
25 Faster A* with Goal Bounding
Steve Rabin and Nathan R. Sturtevant
26 Faster Dijkstra Search on Uniform Cost Grids
Nathan R. Sturtevant and Steve Rabin
About the Editor
About the Contributors
Introduction
1 Tactical Position Selection: An Architecture and Query Language
Matthew Jack
2 Tactical Pathfinding on a NavMesh
Daniel Brewer
3 Beyond the Kung-Fu Circle: A Flexible System for Managing NPC Attacks
Michael Dawe
4 Hierarchical AI for Multiplayer Bots in Killzone
Remco Straatman, Tim Verweij, Alex Champandard, Robert Morcus, and Hylke
Kleve
5 Using Neural Networks to Control Agent Threat Response
Michael Robbins
6 Looking for Trouble: Making NPCs Search Realistically
Rich Welsh
7 Modeling Perception and Awareness in Tom Clancy's Splinter Cell Blacklist
Martin Walsh
8 Escaping the Grid: Infinite-Resolution Influence Mapping
Mike Lewis
9 Modular Tactical Influence Maps
Dave Mark
10 Spatial Reasoning for Strategic Decision Making
Kevin Dill
11 Extending the Spatial Coverage of a Voxel-Based Navigation Mesh
Kevin A. Kirst
12 Being Where It Counts: Telling Paragon Bots Where to Go
Mieszko Zieli¿ski
13 Combat Outcome Prediction for Real-Time Strategy Games
Marius Stanescu, Nicolas A. Barriga, and Michael Buro
14 Guide to Effective Auto-Generated Spatial Queries
Eric Johnson
15 The Role of Time in Spatio-Temporal Reasoning: Three Examples from Tower
Defense
Baylor Wetzel and Kyle Anderson
16 Pitfalls and Solutions When Using Monte Carlo Tree Search for Strategy
and Tactical Games
Gijs-Jan Roelofs
17 Petri Nets and AI Arbitration
Sergio Ocio Barriales
18 Hierarchical Portfolio Search in Prismata
David Churchill and Michael Buro
About the Contributors
Introduction
1 Tactical Position Selection: An Architecture and Query Language
Matthew Jack
2 Tactical Pathfinding on a NavMesh
Daniel Brewer
3 Beyond the Kung-Fu Circle: A Flexible System for Managing NPC Attacks
Michael Dawe
4 Hierarchical AI for Multiplayer Bots in Killzone
Remco Straatman, Tim Verweij, Alex Champandard, Robert Morcus, and Hylke
Kleve
5 Using Neural Networks to Control Agent Threat Response
Michael Robbins
6 Looking for Trouble: Making NPCs Search Realistically
Rich Welsh
7 Modeling Perception and Awareness in Tom Clancy's Splinter Cell Blacklist
Martin Walsh
8 Escaping the Grid: Infinite-Resolution Influence Mapping
Mike Lewis
9 Modular Tactical Influence Maps
Dave Mark
10 Spatial Reasoning for Strategic Decision Making
Kevin Dill
11 Extending the Spatial Coverage of a Voxel-Based Navigation Mesh
Kevin A. Kirst
12 Being Where It Counts: Telling Paragon Bots Where to Go
Mieszko Zieli¿ski
13 Combat Outcome Prediction for Real-Time Strategy Games
Marius Stanescu, Nicolas A. Barriga, and Michael Buro
14 Guide to Effective Auto-Generated Spatial Queries
Eric Johnson
15 The Role of Time in Spatio-Temporal Reasoning: Three Examples from Tower
Defense
Baylor Wetzel and Kyle Anderson
16 Pitfalls and Solutions When Using Monte Carlo Tree Search for Strategy
and Tactical Games
Gijs-Jan Roelofs
17 Petri Nets and AI Arbitration
Sergio Ocio Barriales
18 Hierarchical Portfolio Search in Prismata
David Churchill and Michael Buro
About the Editor
About the Contributors
Introduction
1 Pathfinding Architecture Optimizations
Steve Rabin and Nathan R. Sturtevant
2 Choosing a Search Space Representation
Nathan R. Sturtevant
3 Creating High-Order Navigation Meshes through Iterative Wavefront Edge Expansions
D. Hunter Hale and G. Michael Youngblood
4 Precomputed Pathfinding for Large and Detailed Worlds on MMO Servers
Fabien Gravot, Takanori Yokoyama, and Youichiro Miyake
5 Techniques for Formation Movement Using Steering Circles
Stephen Bjore
6 Collision Avoidance for Preplanned Locomotion
Bobby Anguelov
7 Crowd Pathfinding and Steering Using Flow Field Tiles
Elijah Emerson
8 Efficient Crowd Simulation for Mobile Games
Graham Pentheny
9 Animation-Driven Locomotion with Locomotion Planning
Jaroslaw Ciupinski
10 JPS+: An Extreme A* Speed Optimization for Static Uniform Cost Grids
Steve Rabin and Fernando Silva
11 Subgoal Graphs for Fast Optimal Pathfinding
Tansel Uras and Sven Koenig
12 Theta* for Any-Angle Pathfinding
Alex Nash and Sven Koenig
13 Advanced Techniques for Robust, Efficient Crowds
Graham Pentheny
14 Context Steering: Behavior-Driven Steering at the Macro Scale
Andrew Fray
15 Guide to Anticipatory Collision Avoidance
Stephen J. Guy and Ioannis Karamouzas
16 Hierarchical Architecture for Group Navigation Behaviors
Clodéric Mars and Jérémy Chanut
17 Dynamic Obstacle Navigation in Fuse
Jan Müller
18 Steering against Complex Vehicles in Assassin's Creed Syndicate
Eric Martel
19 Predictive Animation Control Using Simulations and Fitted Models
Ingimar Hólm Gudmundsson, Hendrik Skubch, Fabien Gravot, and Youichiro Miyake
20 Fast Cars, Big City: The AI of Driver San Francisco
Chris Jenner and Sergio Ocio Barriales
21 A Unified Theory of Locomotion
Graham Pentheny
22 RVO and ORCA: How They Really Work
Ben Sunshine-Hill
23 Optimization for Smooth Paths
Mark Langerak
24 3D Flight Navigation Using Sparse Voxel Octrees
Daniel Brewer
25 Faster A* with Goal Bounding
Steve Rabin and Nathan R. Sturtevant
26 Faster Dijkstra Search on Uniform Cost Grids
Nathan R. Sturtevant and Steve Rabin
About the Contributors
Introduction
1 Pathfinding Architecture Optimizations
Steve Rabin and Nathan R. Sturtevant
2 Choosing a Search Space Representation
Nathan R. Sturtevant
3 Creating High-Order Navigation Meshes through Iterative Wavefront Edge Expansions
D. Hunter Hale and G. Michael Youngblood
4 Precomputed Pathfinding for Large and Detailed Worlds on MMO Servers
Fabien Gravot, Takanori Yokoyama, and Youichiro Miyake
5 Techniques for Formation Movement Using Steering Circles
Stephen Bjore
6 Collision Avoidance for Preplanned Locomotion
Bobby Anguelov
7 Crowd Pathfinding and Steering Using Flow Field Tiles
Elijah Emerson
8 Efficient Crowd Simulation for Mobile Games
Graham Pentheny
9 Animation-Driven Locomotion with Locomotion Planning
Jaroslaw Ciupinski
10 JPS+: An Extreme A* Speed Optimization for Static Uniform Cost Grids
Steve Rabin and Fernando Silva
11 Subgoal Graphs for Fast Optimal Pathfinding
Tansel Uras and Sven Koenig
12 Theta* for Any-Angle Pathfinding
Alex Nash and Sven Koenig
13 Advanced Techniques for Robust, Efficient Crowds
Graham Pentheny
14 Context Steering: Behavior-Driven Steering at the Macro Scale
Andrew Fray
15 Guide to Anticipatory Collision Avoidance
Stephen J. Guy and Ioannis Karamouzas
16 Hierarchical Architecture for Group Navigation Behaviors
Clodéric Mars and Jérémy Chanut
17 Dynamic Obstacle Navigation in Fuse
Jan Müller
18 Steering against Complex Vehicles in Assassin's Creed Syndicate
Eric Martel
19 Predictive Animation Control Using Simulations and Fitted Models
Ingimar Hólm Gudmundsson, Hendrik Skubch, Fabien Gravot, and Youichiro Miyake
20 Fast Cars, Big City: The AI of Driver San Francisco
Chris Jenner and Sergio Ocio Barriales
21 A Unified Theory of Locomotion
Graham Pentheny
22 RVO and ORCA: How They Really Work
Ben Sunshine-Hill
23 Optimization for Smooth Paths
Mark Langerak
24 3D Flight Navigation Using Sparse Voxel Octrees
Daniel Brewer
25 Faster A* with Goal Bounding
Steve Rabin and Nathan R. Sturtevant
26 Faster Dijkstra Search on Uniform Cost Grids
Nathan R. Sturtevant and Steve Rabin