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Game AI pro 3 : collected wisdom of game AI professionals / edited by Steve Rabin.

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Format:
Book
Contributor:
Rabin, Steve, editor.
CRC Press.
Language:
English
Subjects (All):
Artificial intelligence.
Video games--Design.
Video games.
Video games--Programming.
Physical Description:
1 online resource (541 pages) : illustrations
Edition:
First edition.
Place of Publication:
Boca Raton, FL : CRC Press, an imprint of A K Peters/CRC Press, 2017.
Summary:
Game AI Pro3: Collected Wisdom of Game AI Professionals presents state-of-the-art tips, tricks, and techniques drawn from developers of shipped commercial games as well as some of the best-known academics in the field. This book acts as a toolbox of proven techniques coupled with the newest advances in game AI. These techniques can be applied to almost any game and include topics such as behavior trees, utility theory, path planning, character behavior, and tactical reasoning.
Contents:
section I General Wisdom
chapter 1 The Illusion of Intelligence / Steve Rabin
chapter 2 Creating the Past, Present, and Future with Random Walks / John Manslow
chapter 3 Logging Visualization in FINAL FANTASY XV / Matthew W. Johnson
chapter 4 What You See Is Not What You Get / Baylor Wetzel
chapter 5 Six Factory System Tricks for Extensibility and Library Reuse / Kevin Dill
chapter 6 Debugging AI with Instant In-Game Scrubbing / David Young
chapter 7 But, It Worked on My Machine! How to Build Robust AI for Your Game / Sergio Ocio Barriales
section II Architecture
chapter 8 Modular AI / Kevin Dill
chapter 9 Overcoming Pitfalls in Behavior Tree Design / Anthony Francis
chapter 10 From Behavior to Animation
A Reactive AI Architecture for Networked First-Person Shooter Games / Sumeet Jakatdar
chapter 11 A Character Decision-Making System for FINAL FANTASY XV by Combining Behavior Trees and State Machines / Youichiro Miyake
chapter 12 A Reusable, Light-Weight Finite-State Machine / David “Rez” Graham
chapter 13 Choosing Effective Utility-Based Considerations / Mike Lewis
chapter 14 Combining Scripted Behavior with Game Tree Search for Stronger, More Robust Game AI / Barriga Nicolas A.
section III Movement and Pathfinding
chapter 15 Steering against Complex Vehicles in Assassins Creed Syndicate / Eric Martel
chapter 16 Predictive Animation Control Using Simulations and Fitted Models / Ingimar Hólm Guðmundsson
chapter 17 Fast Cars, Big City
The AI of Driver San Francisco / Chris Jenner
chapter 18 A Unified Theory of Locomotion / Graham Pentheny
chapter 19 RVO and ORCA
How They Really Work / Ben Sunshine-Hill
chapter 20 Optimization for Smooth Paths / Mark Langerak
chapter 21 3D Flight Navigation Using Sparse Voxel Octrees / Daniel Brewer
chapter 22 Faster A* with Goal Bounding / Steve Rabin
chapter 23 Faster Dijkstra Search on Uniform Cost Grids / Nathan R. Sturtevant
section IV Tactics and Strategy
chapter 24 Being Where It Counts
Telling Paragon Bots Where to Go / Mieszko Zielin ́ski
chapter 25 Combat Outcome Prediction for Real-Time Strategy Games / Marius Stanescu
chapter 26 Guide to Effective Auto-Generated Spatial Queries / Eric Johnson
chapter 27 The Role of Time in Spatio-Temporal Reasoning
Three Examples from Tower Defense / Baylor Wetzel
chapter 28 Pitfalls and Solutions When Using Monte Carlo Tree Search for Strategy and Tactical Games / Gijs-Jan Roelofs
chapter 29 Petri Nets and AI Arbitration / Sergio Ocio Barriales
chapter 30 Hierarchical Portfolio Search in Prismata / David Churchill
section V Character Behavior
chapter 31 Behavior Decision System
Dragon Age Inquisitions Utility Scoring Architecture / Sebastian Hanlon
chapter 32 Paragon Bots
A Bag of Tricks / Mieszko Zielin ski
chapter 33 Using Your Combat AI Accuracy to Balance Difficulty / Sergio Ocio Barriales
chapter 34 1000 NPCs at 60 FPS / Robert Zubek
chapter 35 Ambient Interactions
Improving Believability by Leveraging Rule-Based AI / Hendrik Skubch
chapter 36 Stochastic Grammars
Not Just for Words! / Mike Lewis
chapter 37 Simulating Character Knowledge Phenomena in Talk of the Town / James Ryan
section VI Odds and Ends
chapter 38 Procedural Level and Story Generation Using Tag-Based Content Selection / Jurie Horneman
chapter 39 Recommendation Systems in Games / Ben G. Weber
chapter 40 Vintage Random Number Generators / Éric Jacopin
chapter 41 Leveraging Plausibility Orderings to Achieve Extremely Efficient Data Compression / Rollason Jeff
chapter 42 Building Custom Static Checkers Using Declarative Programming / Ian Horswill.
Notes:
Includes bibliographical references and index.
Description based on print version record.
ISBN:
9781351647748
1351647741
9781315151700
1315151707
9781498742597
1498742599
OCLC:
1047899333

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