Cargando…

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...

Descripción completa

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
Tabla de Contenidos:
  • 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.
  • 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.
  • 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.
  • 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.
  • 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.