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...
Clasificación: | Libro Electrónico |
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Autor Corporativo: | |
Otros Autores: | |
Formato: | Electrónico eBook |
Idioma: | Inglés |
Publicado: |
Boca Raton, FL :
CRC Press, an imprint of A K Peters/CRC Press,
2017.
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Edición: | First edition. |
Temas: | |
Acceso en línea: | Texto completo (Requiere registro previo con correo institucional) |
Tabla de Contenidos:
- 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.