Game AI Uncovered Focus
eBook - ePub

Game AI Uncovered Focus

Decision-Making

  1. 212 pages
  2. English
  3. ePUB (mobile friendly)
  4. Available on iOS & Android
eBook - ePub

Game AI Uncovered Focus

Decision-Making

About this book

Paul Roberts' Game AI Uncovered Focus: Decision?Making brings together twenty chapters from the first five volumes of the Game AI Uncovered series into a handy single volume that focuses on the many different aspects of decision?making in game development.

The techniques covered in these pages include the underlying development of a wide array of published titles, including Ara: History Untold, The Survivalists, Firefall, Zombie Army 4: Dead War, Evil Genius 2: World Domination, Sniper Elite 5, Psychonauts 2, The Escapists 2, and Watch Dogs: Legion. Contained within these pages are overviews and insights covering a host of different decision?making techniques, including different approaches to planning, reactionary systems, evolutions of traditional behaviour trees, infinite?axis utility systems, automated testing, situational awareness, tactical positioning, and traffic navigation. 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 also spark ideas for new approaches.

This anthology includes chapters written by Eric Alzheimer, Dr Allan Bruce, William Smith Chambers, Michele Condò, Steven Dalton, Matt Eland, Michele Ermacora, Dr Dominik Gotojuch, Tobias Karlsson, Jonathan Keslake, Eric S. Le Saux, Dr Nic Melder, Dr Bram Ridder, Paul Roberts, David Rogers, Mateo Saldivar, Andrea Schiel, Rebecca Vessal, Braeden Warnick, and David Wooldridge.

Table of contents

  1. Cover
  2. Half Title
  3. Title Page
  4. Copyright Page
  5. Dedication Page
  6. Table of Contents
  7. About the Editor
  8. List of Contributors
  9. Introduction
  10. Chapter 1 Follow Through: Ara: History Untold’s Long-Term Planning System
  11. Chapter 2 Making Up Your AI’s Mind: Decision-Making Architectures
  12. Chapter 3 Going Stateless: An Evolution of Behaviour Trees in Team17’s The Survivalists and Beyond
  13. Chapter 4 Dynamic Behaviour Trees: Building for Scalability
  14. Chapter 5 Stable Reaction Systems
  15. Chapter 6 Reactive Behaviour Trees
  16. Chapter 7 Behaviour Engine and Language: A Heterogeneous State Machine System
  17. Chapter 8 Infinite Axis Utility System and Hierarchical State Machines
  18. Chapter 9 Simplifying Utility AI Through Predefined Utility Curves
  19. Chapter 10 Possibilistic Logic in Games
  20. Chapter 11 Generalised AI Planners
  21. Chapter 12 Automated Testing Using AI Planning
  22. Chapter 13 SB-GOAP: Self-Balanced Goal Oriented Action Planner
  23. Chapter 14 Bringing Ambient Animals to Life in Psychonauts 2
  24. Chapter 15 Predicting When and Where to Intercept Players in Hood: Outlaws and Legends
  25. Chapter 16 Getting Caught Off Guard: Situational Awareness in The Escapists 2
  26. Chapter 17 Tactical Positioning Through Environmental Analysis
  27. Chapter 18 Navigating Through a Traffic Intersection: How to Avoid Traffic Chaos When Jumping a Red Light
  28. Chapter 19 Towards Controlled Design of Learning Agents for Automated Video Game Playing
  29. Chapter 20 Teaching AI Agents to Lie at Social Deduction Games
  30. Index

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Information

Publisher
CRC Press
Edition
1
Year
2026
Print ISBN
9781041306085
9781041306092
eBook ISBN
9781040937266

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