Game AI Pro : Collected Wisdom of Game AI Professionals

This document was uploaded by one of our users. The uploader already confirmed that they had the permission to publish it. If you are author/publisher or own the copyright of this documents, please report to us by using this DMCA report form.

Simply click on the Download Book button.

Yes, Book downloads on Ebookily are 100% Free.

Sometimes the book is free on Amazon As well, so go ahead and hit "Search on Amazon"

General WisdomWhat Is Game AI? Kevin DillInforming Game AI through the Study of Neurology Brett LamingAdvanced Randomness Techniques for Game AI: Gaussian Randomness, Filtered Randomness, and Perlin Noise Steve Rabin, Jay Goldblatt, and Fernando SilvaArchitectureBehavior Selection Algorithms: An Overview Michael Dawe, Steve Gargolinski, Luke Dicken, Troy Humphreys, and Dave MarkStructural Architecture-Common Tricks Read more...

Abstract: General WisdomWhat Is Game AI? Kevin DillInforming Game AI through the Study of Neurology Brett LamingAdvanced Randomness Techniques for Game AI: Gaussian Randomness, Filtered Randomness, and Perlin Noise Steve Rabin, Jay Goldblatt, and Fernando SilvaArchitectureBehavior Selection Algorithms: An Overview Michael Dawe, Steve Gargolinski, Luke Dicken, Troy Humphreys, and Dave MarkStructural Architecture-Common Tricks of the Trade Kevin DillThe Behavior Tree Starter Kit Alex J. Champandard and Philip DunstanReal-World Behavior Trees in Script Michael DaweSimulating Behavior Trees: A Behavior Tree

Author(s): Rabin, Steven
Publisher: CRC Press
Year: 2013

Language: English
Pages: 612
City: Hoboken
Tags: Библиотека;Компьютерная литература;Разработка игр;

Content: Front Cover
Contents
Preface
Web Materials
Acknowledgments
The Editors
The Contributors
Chapter 1: What Is Game AI?
Chapter 2: Informing Game AI through the Study of Neurology
Chapter 3: Advanced Randomness Techniques for Game AI : Gaussian Randomness, Filtered Randomness, and Perlin Noise
Chapter 4: Behavior Selection Algorithms : An Overview
Chapter 5: Structural Architecture-Common Tricks of the Trade
Chapter 6: The Behavior Tree Starter Kit
Chapter 7: Real-World Behavior Trees in Script
Chapter 8: Simulating Behavior Trees : A Behavior Tree/Planner Hybrid Approach Chapter 9: An Introduction to Utility TheoryChapter 10: Building Utility Decisions into Your Existing Behavior Tree
Chapter 11: Reactivity and Deliberation in Decision-Making Systems
Chapter 12: Exploring HTN Planners through Example
Chapter 13: Hierarchical Plan-Space Planning for Multi-unit Combat Maneuvers
Chapter 14: Phenomenal AI Level-of-Detail Control with the LOD Trader
Chapter 15: Runtime Compiled C++ for Rapid AI Development
Chapter 16: Plumbing the Forbidden Depths : Scripting and AI
Chapter 17: Pathfinding Architecture Optimizations Chapter 18: Choosing a Search Space RepresentationChapter 19: Creating High-Order Navigation Meshes through Iterative Wavefront Edge Expansions
Chapter 20: Precomputed Pathfinding for Large and Detailed Worlds on MMO Servers
Chapter 21: Techniques for Formation Movement Using Steering Circles
Chapter 22: Collision Avoidance for Preplanned Locomotion
Chapter 23: Crowd Pathfinding and Steering Using Flow Field Tiles
Chapter 24: Efficient Crowd Simulation for Mobile Games
Chapter 25: Animation-Driven Locomotion with Locomotion Planning Chapter 26: Tactical Position Selection : An Architecture and Query LanguageChapter 27: Tactical Pathfinding on a NavMesh
Chapter 28: Beyond the Kung-Fu Circle : A Flexible System for Managing NPC Attacks
Chapter 29: Hierarchical AI for Multiplayer Bots in Killzone 3
Chapter 30: Using Neural Networks to Control Agent Threat Response
Chapter 31: Crytek's Target Tracks Perception System
Chapter 32: How to Catch a Ninja : NPC Awareness in a 2D Stealth Platformer
Chapter 33: Asking the Environment Smart Questions
Chapter 34: A Simple and Robust Knowledge Representation System Chapter 35: A Simple and Practical Social Dynamics SystemChapter 36: Breathing Life into Your Background Characters
Chapter 37: Alibi Generation : Fooling All the Players All the Time
Chapter 38: An Architecture Overview for AI in Racing Games
Chapter 39: Representing and Driving a Race Track for AI Controlled Vehicles
Chapter 40: Racing Vehicle Control Systems using PID Controllers
Chapter 41: The Heat Vision System for Racing AI : A Novel Way to Determine Optimal Track Positioning
Chapter 42: A Rubber-Banding System for Gameplay and Race Management