Game AI Uncovered
eBook - ePub

Game AI Uncovered

Volume Three

  1. 240 pages
  2. English
  3. ePUB (mobile friendly)
  4. Available on iOS & Android
eBook - ePub

Game AI Uncovered

Volume Three

About this book

Game AI Uncovered: Volume Three continues the series with another collection of chapters from 18 of the top game AI professionals and researchers, from around the world. Each chapter includes wisdom, ideas, tips, and tricks that were used in the development of video games.

The techniques discussed in these pages cover the underlying development of a wide array of published titles, including Watch Dogs: Legion, City of Gangsters, Eve: Valkyrie, Firefall, The Persistence, Advance Soccer, Alpha Beta Gunner, and Luna Abyss.

Contained within this volume are insights that cover a host of different areas within game AI, including vehicle AI, simulating social norms, AI spawning fundamentals, pathfinding, creation of characters using components, animation?driven behaviour, tactical positioning in football, automated testing, abstract pattern matching, and machine learning for games.

Beginners in the area of game AI, along with professional developers, will find a wealth of knowledge that will not only help in the development of their own games but also spark ideas for new approaches.

This volume includes chapters written by Dr Allan Bruce, Anubha Banerjee, Bruno Rebaque, Dale Green, David Wooldridge, Eric S. Le Saux, Greg Irwin, Jason Lok Heng Chin, Johan Holthausen, John Reynolds, Mathias Siemonsmeier, Michele Condò, Dr Nic Melder, Paul Roberts, Phil Carlisle, Richard Bull, Robert Zubek, and Tobias Karlsson.

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Information

Publisher
CRC Press
Year
2025
Edition
0
eBook ISBN
9781040268018

Table of contents

  1. Cover
  2. Half Title
  3. Title Page
  4. Copyright Page
  5. Table of Contents
  6. Preface
  7. Acknowledgements
  8. Editor
  9. Contributors
  10. Chapter 1 The Vehicle AI of Watch Dogs: Legion: Building a Unified Vehicle AI System for Traffic and High-Speed Chases
  11. Chapter 2 Navigating through a Traffic Intersection: How to Avoid Traffic Chaos When Jumping a Red Light
  12. Chapter 3 Building the Tools for Building a City: Semi-Procedural Tools for the Creation of the City Road Network System of Watch Dogs: Legion
  13. Chapter 4 Implementing a Simple 3D Waypoint Grid for Efficient Pathfinding in Eve: Valkyrie
  14. Chapter 5 N-Gram for Any Direction Prediction in VR
  15. Chapter 6 Creating Characters Using Components
  16. Chapter 7 Making AI Play Ball: Building and Testing Football AI
  17. Chapter 8 Tactical Positioning in the Game of Football
  18. Chapter 9 Automated Testing for All Developers: How Easy Access Can Make Your Dev Process More Efficient
  19. Chapter 10 Abstract Pattern Matching for Strategic Play
  20. Chapter 11 Animation-Driven Behaviour
  21. Chapter 12 JP-DRS: Jump-Point Directed Recursion Search
  22. Chapter 13 Machine Learning for Games at Scale
  23. Chapter 14 Behaviour Engine and Language: A Heterogeneous State Machine System
  24. Chapter 15 AI Spawning Fundamentals: A General Guide to Spawning AI Agents in Games
  25. Chapter 16 Character Utility Behaviour Graph
  26. Chapter 17 Quarterback AI
  27. Chapter 18 Touchdown! AI Scenarios within American Football
  28. Chapter 19 Creature Navigation in the Air and on the Ground
  29. Chapter 20 Debug – Identifying and Presenting Useful Information
  30. Chapter 21 Not All AIs Are Made the Same
  31. Chapter 22 Simulation of Social Norms in City of Gangsters
  32. Index

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