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Game AI Pro 3 : Collected Wisdom of Game AI Professionals.

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...

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Detalles Bibliográficos
Clasificación:Libro Electrónico
Autor principal: Rabin, Steve
Formato: Electrónico eBook
Idioma:Inglés
Publicado: Milton : Chapman and Hall/CRC, 2017.
Temas:
Acceso en línea:Texto completo

MARC

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100 1 |a Rabin, Steve. 
245 1 0 |a Game AI Pro 3 :  |b Collected Wisdom of Game AI Professionals. 
260 |a Milton :  |b Chapman and Hall/CRC,  |c 2017. 
300 |a 1 online resource (541 pages) 
336 |a text  |b txt  |2 rdacontent 
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505 0 |a Cover; Half Title; Title Page; Copyright Page; Table of Contents; Preface; Web Materials; Acknowledgments; About the Editors; Contributors; Section I: General Wisdom; 1: The Illusion of Intelligence; 2: Creating the Past, Present, and Future with Random Walks; 3: Logging Visualization in FINAL FANTASY XV; 4: What You See Is Not What You Get: Player Perception of AI Opponents; 5: Six Factory System Tricks for Extensibility and Library Reuse; 6: Debugging AI with Instant In-Game Scrubbing; 7: But, It Worked on My Machine! How to Build Robust AI for Your Game; Section II: Architecture. 
505 8 |a 8: Modular AI9: Overcoming Pitfalls in Behavior Tree Design; 10: From Behavior to Animation: A Reactive AI Architecture for Networked First-Person Shooter Games; 11: A Character Decision-Making System for FINAL FANTASY XV by Combining Behavior Trees and State Machines; 12: A Reusable, Light-Weight Finite-State Machine; 13: Choosing Effective Utility-Based Considerations; 14: Combining Scripted Behavior with Game Tree Search for Stronger, More Robust Game AI; Section III: Movement and Pathfinding; 15: Steering against Complex Vehicles in Assassin's Creed Syndicate. 
505 8 |a 16: Predictive Animation Control Using Simulations and Fitted Models17: Fast Cars, Big City: The AI of Driver San Francisco; 18: A Unified Theory of Locomotion; 19: RVO and ORCA: How They Really Work; 20: Optimization for Smooth Paths; 21: 3D Flight Navigation Using Sparse Voxel Octrees; 22: Faster A* with Goal Bounding; 23: Faster Dijkstra Search on Uniform Cost Grids; Section IV: Tactics and Strategy; 24: Being Where It Counts: Telling Paragon Bots Where to Go; 25: Combat Outcome Prediction for Real-Time Strategy Games; 26: Guide to Effective Auto-Generated Spatial Queries. 
505 8 |a 27: The Role of Time in Spatio-Temporal Reasoning: Three Examples from Tower Defense28: Pitfalls and Solutions When Using Monte Carlo Tree Search for Strategy and Tactical Games; 29: Petri Nets and AI Arbitration; 30: Hierarchical Portfolio Search in Prismata; Section V: Character Behavior; 31: Behavior Decision System: Dragon Age Inquisition's Utility Scoring Architecture; 32: Paragon Bots: A Bag of Tricks; 33: Using Your Combat AI Accuracy to Balance Difficulty; 34: 1000 NPCs at 60 FPS; 35: Ambient Interactions: Improving Believability by Leveraging Rule-Based AI. 
505 8 |a 36: Stochastic Grammars: Not Just for Words!37: Simulating Character Knowledge Phenomena in Talk of the Town; Section VI: Odds and Ends; 38: Procedural Level and Story Generation Using Tag-Based Content Selection; 39: Recommendation Systems in Games; 40: Vintage Random Number Generators; 41: Leveraging Plausibility Orderings to Achieve Extremely Efficient Data Compression; 42: Building Custom Static Checkers Using Declarative Programming; Index. 
504 |a Includes bibliographical references and index. 
520 3 |a 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. 
590 |a ProQuest Ebook Central  |b Ebook Central Academic Complete 
650 0 |a Video games  |x Programming. 
650 0 |a Video games  |x Design. 
650 0 |a Artificial intelligence. 
650 2 |a Artificial Intelligence 
650 6 |a Jeux vidéo  |x Programmation. 
650 6 |a Jeux vidéo  |x Conception. 
650 6 |a Intelligence artificielle. 
650 7 |a artificial intelligence.  |2 aat 
650 7 |a Artificial intelligence  |2 fast 
650 7 |a Computer games  |x Design  |2 fast 
650 7 |a Video games  |x Programming  |2 fast 
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776 0 8 |i Print version:  |a Rabin, Steve.  |t Game AI Pro 3 : Collected Wisdom of Game AI Professionals.  |d Milton : Chapman and Hall/CRC, ©2017  |z 9781498742580 
856 4 0 |u https://ebookcentral.uam.elogim.com/lib/uam-ebooks/detail.action?docID=5477192  |z Texto completo 
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