
- 626 pages
- English
- PDF
- Available on iOS & Android
eBook - PDF
About this book
Successful games merge art and technology in truly unique ways. Fused under tight production deadlines and strict performance requirements, shaped by demanding player expectations, games are among the most complex software projects created today. Game AI Pro: Collected Wisdom of Game AI Professionals covers both the art and the technology of game A
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Yes, you can access Game AI Pro by Steven Rabin in PDF and/or ePUB format, as well as other popular books in Computer Science & Programming Games. We have over one million books available in our catalogue for you to explore.
Information
Table of contents
- 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 Theory
- Chapter 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 Representation
- Chapter 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 Language
- Chapter 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 System
- Chapter 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
- Chapter 43: An Architecture for Character-Rich Social Simulation
- Chapter 44: A Control-Based Architecture for Animal Behavior
- Chapter 45: Introduction to GPGPU for AI
- Chapter 46: Creating Dynamic Soundscapes Using an Artificial Sound Designer
- Chapter 47: Tips and Tricks for a Robust Third-Person Camera System
- Chapter 48: Implementing N-Grams for Player Prediction, Procedural Generation, and Stylized AI
- Back Cover