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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 Corporativo: CRC Press
Otros Autores: Rabin, Steve (Editor )
Formato: Electrónico eBook
Idioma:Inglés
Publicado: Boca Raton, FL : CRC Press, an imprint of A K Peters/CRC Press, 2017.
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.