Game AI Uncovered
eBook - ePub

Game AI Uncovered

Volume Four

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

Game AI Uncovered

Volume Four

About this book

Game AI Uncovered: Volume Four continues the series with another collection of chapters from twenty 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 Undisputed, Dirt, Grid, Wherewolf, Psychonauts 2, and Hawken Reborn.

Contained within this volume are insights that cover a host of different areas within game AI, including influence maps, possibilistic logic, utility AI, director AI, natural movement, stable reaction systems, believable villager NPCs, procedural generation of dungeons, crowd movement and flow fields, cooperative planners, combat pacing, the corridor map method, and boss AI.

Beginners to 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 will spark ideas for new approaches.

This volume includes chapters written by Dr Nuno Vicente Barreto, Steven Dalton, Matt Eland, David Guzman, Tobias Karlsson, Vincent Breton Kochanowski, Slavomir Krbyla, Dr Nic Melder, Alessia Nigretti, VĆ­ctor Portabella, Baptiste Rimetz, Shaun Reeves, Paul Roberts, Mateo Saldivar, Andrea Schiel, Dr Tommy Thompson, Marc Vassallicci, Rebecca Vessal, Braeden Warnick, and Yannick Richeux.

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Information

Publisher
CRC Press
Year
2026
eBook ISBN
9781040656624

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. List of Contributors
  10. Chapter 1 Blood, Sweat, and Tiers: Driving Unique NPC Boxer Behaviour Using Tiered Strategies in Steel City Interactive’s Undisputed
  11. Chapter 2 Under the Influence: Using Influence Maps to Drive Referee Positioning in Steel City Interactive’s Undisputed
  12. Chapter 3 Procedural Generation of Dungeons
  13. Chapter 4 Possibilistic Logic in Games
  14. Chapter 5 Teaching AI Agents to Lie at Social Deduction Games
  15. Chapter 6 Cooperative Planners in Real-Time Strategy Games
  16. Chapter 7 Simplifying Utility AI through Predefined Utility Curves
  17. Chapter 8 Flow Fields: Beyond a Single Target
  18. Chapter 9 NPCs that Feel Alive: Achieving Variety and Complexity with Limited Resources
  19. Chapter 10 An Analysis of Rapid Iteration vs Prototyping for Building AI Systems
  20. Chapter 11 The Corridor Map Method – A Different Approach to Pathfinding
  21. Chapter 12 AI Director Pitfalls and How to Climb Out of Them
  22. Chapter 13 Artificial Idiocy in Racing: The Mistake System of Codemasters’ Dirt and Grid
  23. Chapter 14 A Beginner’s Guide to AI Character Design
  24. Chapter 15 Systemic vs Scripted
  25. Chapter 16 Beyond Basic Pathfinding: Natural NPC Movement
  26. Chapter 17 Crafting Epic Boss Fights in Psychonauts 2
  27. Chapter 18 The Lurker: A Monster That Can Walk Upside Down
  28. Chapter 19 Using Roles to Control Combat Pacing
  29. Chapter 20 The Many Perils of Illal: Behind the Combat AI Architecture of Hawken Reborn’s Enemies
  30. Chapter 21 Stable Reaction Systems
  31. Index

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