Cutting-edge tactics and strategy for game AI primarily from game developers of shipped commercial games. The book acts as a toolbox of techniques that can be applied to many common and not-so-common situations.
Cutting-edge tactics and strategy for game AI primarily from game developers of shipped commercial games. The book acts as a toolbox of techniques that can be applied to many common and not-so-common situations.Hinweis: Dieser Artikel kann nur an eine deutsche Lieferadresse ausgeliefert werden.
Steve Rabin has 15 years at Nintendo of America, 4 years at various game developer start-ups, and 7 years of college teaching experience. He has been the invited keynote speaker at several academic AI conferences, founder and summit advisor for the AI Summit at GDC, GDC speaker, and founder/manager of the AI Game Programmers Guild.
Inhaltsangabe
About the Editor About the Contributors Introduction 1 Tactical Position Selection: An Architecture and Query Language Matthew Jack 2 Tactical Pathfinding on a NavMesh Daniel Brewer 3 Beyond the Kung-Fu Circle: A Flexible System for Managing NPC Attacks Michael Dawe 4 Hierarchical AI for Multiplayer Bots in Killzone Remco Straatman, Tim Verweij, Alex Champandard, Robert Morcus, and Hylke Kleve 5 Using Neural Networks to Control Agent Threat Response Michael Robbins 6 Looking for Trouble: Making NPCs Search Realistically Rich Welsh 7 Modeling Perception and Awareness in Tom Clancy's Splinter Cell Blacklist Martin Walsh 8 Escaping the Grid: Infinite-Resolution Influence Mapping Mike Lewis 9 Modular Tactical Influence Maps Dave Mark 10 Spatial Reasoning for Strategic Decision Making Kevin Dill 11 Extending the Spatial Coverage of a Voxel-Based Navigation Mesh Kevin A. Kirst 12 Being Where It Counts: Telling Paragon Bots Where to Go Mieszko Zieli¿ski 13 Combat Outcome Prediction for Real-Time Strategy Games Marius Stanescu, Nicolas A. Barriga, and Michael Buro 14 Guide to Effective Auto-Generated Spatial Queries Eric Johnson 15 The Role of Time in Spatio-Temporal Reasoning: Three Examples from Tower Defense Baylor Wetzel and Kyle Anderson 16 Pitfalls and Solutions When Using Monte Carlo Tree Search for Strategy and Tactical Games Gijs-Jan Roelofs 17 Petri Nets and AI Arbitration Sergio Ocio Barriales 18 Hierarchical Portfolio Search in Prismata David Churchill and Michael Buro
About the Editor About the Contributors Introduction 1 Tactical Position Selection: An Architecture and Query Language Matthew Jack 2 Tactical Pathfinding on a NavMesh Daniel Brewer 3 Beyond the Kung-Fu Circle: A Flexible System for Managing NPC Attacks Michael Dawe 4 Hierarchical AI for Multiplayer Bots in Killzone Remco Straatman, Tim Verweij, Alex Champandard, Robert Morcus, and Hylke Kleve 5 Using Neural Networks to Control Agent Threat Response Michael Robbins 6 Looking for Trouble: Making NPCs Search Realistically Rich Welsh 7 Modeling Perception and Awareness in Tom Clancy's Splinter Cell Blacklist Martin Walsh 8 Escaping the Grid: Infinite-Resolution Influence Mapping Mike Lewis 9 Modular Tactical Influence Maps Dave Mark 10 Spatial Reasoning for Strategic Decision Making Kevin Dill 11 Extending the Spatial Coverage of a Voxel-Based Navigation Mesh Kevin A. Kirst 12 Being Where It Counts: Telling Paragon Bots Where to Go Mieszko Zieli¿ski 13 Combat Outcome Prediction for Real-Time Strategy Games Marius Stanescu, Nicolas A. Barriga, and Michael Buro 14 Guide to Effective Auto-Generated Spatial Queries Eric Johnson 15 The Role of Time in Spatio-Temporal Reasoning: Three Examples from Tower Defense Baylor Wetzel and Kyle Anderson 16 Pitfalls and Solutions When Using Monte Carlo Tree Search for Strategy and Tactical Games Gijs-Jan Roelofs 17 Petri Nets and AI Arbitration Sergio Ocio Barriales 18 Hierarchical Portfolio Search in Prismata David Churchill and Michael Buro
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