Game AI Pro
eBook - PDF

Game AI Pro

Collected Wisdom of Game AI Professionals

  1. 626 pages
  2. English
  3. PDF
  4. Available on iOS & Android
eBook - PDF

Game AI Pro

Collected Wisdom of Game AI Professionals

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

  1. Front Cover
  2. Contents
  3. Preface
  4. Web Materials
  5. Acknowledgments
  6. The Editors
  7. The Contributors
  8. Chapter 1: What Is Game AI?
  9. Chapter 2: Informing Game AI through the Study of Neurology
  10. Chapter 3: Advanced Randomness Techniques for Game AI : Gaussian Randomness, Filtered Randomness, and Perlin Noise
  11. Chapter 4: Behavior Selection Algorithms : An Overview
  12. Chapter 5: Structural Architecture—Common Tricks of the Trade
  13. Chapter 6: The Behavior Tree Starter Kit
  14. Chapter 7: Real-World Behavior Trees in Script
  15. Chapter 8: Simulating Behavior Trees : A Behavior Tree/Planner Hybrid Approach
  16. Chapter 9: An Introduction to Utility Theory
  17. Chapter 10: Building Utility Decisions into Your Existing Behavior Tree
  18. Chapter 11: Reactivity and Deliberation in Decision-Making Systems
  19. Chapter 12: Exploring HTN Planners through Example
  20. Chapter 13: Hierarchical Plan-Space Planning for Multi-unit Combat Maneuvers
  21. Chapter 14: Phenomenal AI Level-of-Detail Control with the LOD Trader
  22. Chapter 15: Runtime Compiled C++ for Rapid AI Development
  23. Chapter 16: Plumbing the Forbidden Depths : Scripting and AI
  24. Chapter 17: Pathfinding Architecture Optimizations
  25. Chapter 18: Choosing a Search Space Representation
  26. Chapter 19: Creating High-Order Navigation Meshes through Iterative Wavefront Edge Expansions
  27. Chapter 20: Precomputed Pathfinding for Large and Detailed Worlds on MMO Servers
  28. Chapter 21: Techniques for Formation Movement Using Steering Circles
  29. Chapter 22: Collision Avoidance for Preplanned Locomotion
  30. Chapter 23: Crowd Pathfinding and Steering Using Flow Field Tiles
  31. Chapter 24: Efficient Crowd Simulation for Mobile Games
  32. Chapter 25: Animation-Driven Locomotion with Locomotion Planning
  33. Chapter 26: Tactical Position Selection : An Architecture and Query Language
  34. Chapter 27: Tactical Pathfinding on a NavMesh
  35. Chapter 28: Beyond the Kung-Fu Circle : A Flexible System for Managing NPC Attacks
  36. Chapter 29: Hierarchical AI for Multiplayer Bots in Killzone 3
  37. Chapter 30: Using Neural Networks to Control Agent Threat Response
  38. Chapter 31: Crytek’s Target Tracks Perception System
  39. Chapter 32: How to Catch a Ninja : NPC Awareness in a 2D Stealth Platformer
  40. Chapter 33: Asking the Environment Smart Questions
  41. Chapter 34: A Simple and Robust Knowledge Representation System
  42. Chapter 35: A Simple and Practical Social Dynamics System
  43. Chapter 36: Breathing Life into Your Background Characters
  44. Chapter 37: Alibi Generation : Fooling All the Players All the Time
  45. Chapter 38: An Architecture Overview for AI in Racing Games
  46. Chapter 39: Representing and Driving a Race Track for AI Controlled Vehicles
  47. Chapter 40: Racing Vehicle Control Systems using PID Controllers
  48. Chapter 41: The Heat Vision System for Racing AI : A Novel Way to Determine Optimal Track Positioning
  49. Chapter 42: A Rubber-Banding System for Gameplay and Race Management
  50. Chapter 43: An Architecture for Character-Rich Social Simulation
  51. Chapter 44: A Control-Based Architecture for Animal Behavior
  52. Chapter 45: Introduction to GPGPU for AI
  53. Chapter 46: Creating Dynamic Soundscapes Using an Artificial Sound Designer
  54. Chapter 47: Tips and Tricks for a Robust Third-Person Camera System
  55. Chapter 48: Implementing N-Grams for Player Prediction, Procedural Generation, and Stylized AI
  56. Back Cover