Steve Rabin (Nintendo of America, Redmond, Washington, USA)
Game AI Pro 360
Guide to Tactics and Strategy
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Steve Rabin (Nintendo of America, Redmond, Washington, USA)
Game AI Pro 360
Guide to Tactics and Strategy
- Broschiertes Buch
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.
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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.
Produktdetails
- Produktdetails
- Verlag: Taylor & Francis Ltd
- Seitenzahl: 242
- Erscheinungstermin: 23. September 2019
- Englisch
- Abmessung: 231mm x 191mm x 15mm
- Gewicht: 502g
- ISBN-13: 9780367150884
- ISBN-10: 0367150883
- Artikelnr.: 57940662
- Verlag: Taylor & Francis Ltd
- Seitenzahl: 242
- Erscheinungstermin: 23. September 2019
- Englisch
- Abmessung: 231mm x 191mm x 15mm
- Gewicht: 502g
- ISBN-13: 9780367150884
- ISBN-10: 0367150883
- Artikelnr.: 57940662
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.
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 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
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