Steve Rabin's Game AI Pro 360: Guide to Character Behavior gathers all the cutting-edge information from his previous three Game AI Pro volumes into a convenient single source anthology that covers character behavior in game AI. This volume is complete with articles by leading game AI programmers that focus on individual AI behavior such as character interactions, modelling knowledge, efficient simulation, difficulty balancing, and making decisions with case studies from both commercial and indie games. Key Features Provides real-life case studies of game AI in published commercial…mehr
Steve Rabin's Game AI Pro 360: Guide to Character Behavior gathers all the cutting-edge information from his previous three Game AI Pro volumes into a convenient single source anthology that covers character behavior in game AI. This volume is complete with articles by leading game AI programmers that focus on individual AI behavior such as character interactions, modelling knowledge, efficient simulation, difficulty balancing, and making decisions with case studies from both commercial and indie games.
Key Features
Provides real-life case studies of game AI in published commercial games
Material by top developers and researchers in Game AI
Downloadable demos and/or source code available online
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.
Inhaltsangabe
About the Editor
About the Contributors
Introduction
1 Infected AI in The Last of Us
Mark Botta
2 Human Enemy AI in The Last of Us
Travis McIntosh
3 Ellie: Buddy AI in The Last of Us
Max Dyckhoff
4 Realizing NPCs: Animation and Behavior Control for Believable Characters
Jeet Shroff
5 Using Queues to Model a Merchant's Inventory
John Manslow
6 Psychologically Plausible Methods for Character Behavior Design
Phil Carlisle
7 Behavior Decision System: Dragon Age Inquisition's Utility Scoring Architecture
Sebastian Hanlon and Cody Watts
8 Paragon Bots: A Bag of Tricks
Mieszko Zielinski
9 Using Your Combat AI Accuracy to Balance Difficulty
Sergio Ocio Barriales
10 1000 NPCs at 60 FPS
Robert Zubek
11 Ambient Interactions: Improving Believability by Leveraging Rule-Based AI
Hendrik Skubch
12 Stochastic Grammars: Not Just for Words!
Mike Lewis
13 Simulating Character Knowledge Phenomena in Talk of the Town
James Ryan and Michael Mateas
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
4 Realizing NPCs: Animation and Behavior Control for Believable Characters
Jeet Shroff
5 Using Queues to Model a Merchant's Inventory
John Manslow
6 Psychologically Plausible Methods for Character Behavior Design
Phil Carlisle
7 Behavior Decision System: Dragon Age Inquisition's Utility Scoring Architecture
Sebastian Hanlon and Cody Watts
8 Paragon Bots: A Bag of Tricks
Mieszko Zielinski
9 Using Your Combat AI Accuracy to Balance Difficulty
Sergio Ocio Barriales
10 1000 NPCs at 60 FPS
Robert Zubek
11 Ambient Interactions: Improving Believability by Leveraging Rule-Based AI
Hendrik Skubch
12 Stochastic Grammars: Not Just for Words!
Mike Lewis
13 Simulating Character Knowledge Phenomena in Talk of the Town
James Ryan and Michael Mateas
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
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