Game AI Uncovered: Volume One 1st Edition Paul Roberts – Ebook Instant Download/Delivery ISBN(s): 9781032348506, 103234850X, 9781003847779, 1003847773
Product details:
- ISBN 10: 1003847773
- ISBN 13: 9781003847779
- Author: Paul Roberts
Game AI Uncovered: Volume One kicks off a brand-new series of books that focus on the development of artificial intelligence in video games. This volume brings together the collected wisdom, ideas, tricks, and cutting-edge techniques from 20 of the top game AI professionals and researchers from around the world. The techniques discussed in these pages cover the underlying development of a wide array of published titles, including Hood: Outlaws and Legends, The Escapists 2, Sackboy: A Big Adventure, Call of Duty: Strike Team, GTI+ Club, Split/Second, Sonic All Stars Racing Transformed, Luna Abyss, Medal of Honor Heroes I & II, Age of Empires IV, Watch Dogs, Battlefield 2042, Plants vs. Zombies: Battle for Neighborville, Dead Space, and more. Contained within this volume are overviews and insight covering a host of different areas within game AI, including situational awareness, pathfinding, tethering, squad behaviours, coordination, auto-generating navigation link data, fluid movement, combining behaviour and animation systems, pedal control for cars, tactical positioning, level of detail, infinite axis utility systems, hierarchical state machines, bots for testing, reactive behaviour trees, and more. Beginners to the area of game AI, along with professional developers, will find a wealth of knowledge that will not only help in the development of your own games but will also spark ideas for new approaches. This volume includes chapters written by Andy Brown, Dr Allan Bruce, Richard Bull, Laurent Couvidou, Steven Dalton, Michele Ermacora, Jonas Gillberg, Dale Green, Johan Holthausen, Dr Aitor Santamaría Ibirika, Dr Nic Melder, Sarat Rallabandi, Bruno Rebaque, John Reynolds, Paul Roberts, David Rogers, Andrea Schiel, Huw Talliss, Dr Tommy Thompson, and David Wooldridge.
Table contents:
Chapter 1 The Changing Landscape of AI for Game Development
Chapter 2 Implementing an AI Framework in Unreal for Medium- to Large-Scale Numbers of Disparate AI in Hood: Outlaws and Legends
Chapter 3 Predicting When and Where to Intercept Players in Hood: Outlaws and Legends
Chapter 4 Getting Caught Off Guard: Situational Awareness in The Escapists 2
Chapter 5 Stitching It Together: The Enemies of Sackboy: A Big Adventure
Chapter 6 Squad Behaviour Using a Task Stack Approach for Call of Duty: Strike Team
Chapter 7 Reactive Behaviour Trees
Chapter 8 Tailoring Racing AI to the Genre
Chapter 9 Believable Routes: A Pathfinding Acceptability Metric
Chapter 10 AI Under Lockdown: Various Approaches to NPC Tethering
Chapter 11 Low-Cost, Mutable Path-Planning Spaces
Chapter 12 Auto-Generating Navigation Link Data
Chapter 13 Fluid Movement
Chapter 14 Combining Behaviour and Animation Systems in Luna Abyss
Chapter 15 How to Make Your AI Fireproof: 25 Years of AI Firefighting
Chapter 16 Pedal Control for Cars: How to Maintain Speed, Change Speed, and Stop at a Point
Chapter 17 Bots for Testing
Chapter 18 Infinite Axis Utility System and Hierarchical State Machines
Chapter 19 Tactical Positioning through Environmental Analysis
Chapter 20 Level of Detail: Saving Crucial CPU Time
Chapter 21 Agent Coordination: Designing a Generalised Coordination Layer
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