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Steve Rabin's Game AI Pro 360: Guide to Character Behavior gathers all the cutting-edge information from his previous three Game AI Pro volumes into a convenient single source anthology that covers character behavior in game AI. This volume is complete with articles by leading game AI programmers that focus on individual AI behavior such as character interactions, modelling knowledge, efficient simulation, difficulty balancing, and making decisions with case studies from both commercial and indie games.
Key Features
Provides real-life case studies of game AI in published commercial…mehr
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Steve Rabin's Game AI Pro 360: Guide to Character Behavior gathers all the cutting-edge information from his previous three Game AI Pro volumes into a convenient single source anthology that covers character behavior in game AI. This volume is complete with articles by leading game AI programmers that focus on individual AI behavior such as character interactions, modelling knowledge, efficient simulation, difficulty balancing, and making decisions with case studies from both commercial and indie games.
Key Features
Provides real-life case studies of game AI in published commercial games
Material by top developers and researchers in Game AI
Downloadable demos and/or source code available online
Key Features
Provides real-life case studies of game AI in published commercial games
Material by top developers and researchers in Game AI
Downloadable demos and/or source code available online
Produktdetails
- Produktdetails
- Verlag: CRC Press / Taylor & Francis
- Seitenzahl: 166
- Erscheinungstermin: 23. September 2019
- Englisch
- Abmessung: 235mm x 191mm x 9mm
- Gewicht: 299g
- ISBN-13: 9780367151140
- ISBN-10: 0367151146
- Artikelnr.: 57942210
- Herstellerkennzeichnung
- Produktsicherheitsverantwortliche/r
- Europaallee 1
- 36244 Bad Hersfeld
- gpsr@libri.de
- Verlag: CRC Press / Taylor & Francis
- Seitenzahl: 166
- Erscheinungstermin: 23. September 2019
- Englisch
- Abmessung: 235mm x 191mm x 9mm
- Gewicht: 299g
- ISBN-13: 9780367151140
- ISBN-10: 0367151146
- Artikelnr.: 57942210
- Herstellerkennzeichnung
- Produktsicherheitsverantwortliche/r
- Europaallee 1
- 36244 Bad Hersfeld
- gpsr@libri.de
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 Infected AI in The Last of Us
Mark Botta
2 Human Enemy AI in The Last of Us
Travis McIntosh
3 Ellie: Buddy AI in The Last of Us
Max Dyckhoff
4 Realizing NPCs: Animation and Behavior Control for Believable Characters
Jeet Shroff
5 Using Queues to Model a Merchant's Inventory
John Manslow
6 Psychologically Plausible Methods for Character Behavior Design
Phil Carlisle
7 Behavior Decision System: Dragon Age Inquisition's Utility Scoring Architecture
Sebastian Hanlon and Cody Watts
8 Paragon Bots: A Bag of Tricks
Mieszko Zielinski
9 Using Your Combat AI Accuracy to Balance Difficulty
Sergio Ocio Barriales
10 1000 NPCs at 60 FPS
Robert Zubek
11 Ambient Interactions: Improving Believability by Leveraging Rule-Based AI
Hendrik Skubch
12 Stochastic Grammars: Not Just for Words!
Mike Lewis
13 Simulating Character Knowledge Phenomena in Talk of the Town
James Ryan and Michael Mateas
About the Contributors
Introduction
1 Infected AI in The Last of Us
Mark Botta
2 Human Enemy AI in The Last of Us
Travis McIntosh
3 Ellie: Buddy AI in The Last of Us
Max Dyckhoff
4 Realizing NPCs: Animation and Behavior Control for Believable Characters
Jeet Shroff
5 Using Queues to Model a Merchant's Inventory
John Manslow
6 Psychologically Plausible Methods for Character Behavior Design
Phil Carlisle
7 Behavior Decision System: Dragon Age Inquisition's Utility Scoring Architecture
Sebastian Hanlon and Cody Watts
8 Paragon Bots: A Bag of Tricks
Mieszko Zielinski
9 Using Your Combat AI Accuracy to Balance Difficulty
Sergio Ocio Barriales
10 1000 NPCs at 60 FPS
Robert Zubek
11 Ambient Interactions: Improving Believability by Leveraging Rule-Based AI
Hendrik Skubch
12 Stochastic Grammars: Not Just for Words!
Mike Lewis
13 Simulating Character Knowledge Phenomena in Talk of the Town
James Ryan and Michael Mateas
About the Editor
About the Contributors
Introduction
1 Behavior Selection Algorithms: An Overview
Michael Dawe, Steve Gargolinski, Luke Dicken, Troy Humphreys, and Dave Mark
2 Structural Architecture-Common Tricks of the Trade
Kevin Dill
3 The Behavior Tree Starter Kit
Alex J. Champandard and Philip Dunstan
4 Real-World Behavior Trees in Script
Michael Dawe
5 Simulating Behavior Trees: A Behavior Tree/Planner Hybrid Approach
Daniel Hilburn
6 An Introduction to Utility Theory
David "Rez" Graham
7 Building Utility Decisions into Your Existing Behavior Tree
Bill Merrill
8 Reactivity and Deliberation in Decision-Making Systems
Carle Côté
9 Exploring HTN Planners through Example 103
Troy Humphreys
10 Hierarchical Plan-Space Planning for Multi-unit Combat Maneuvers
William van der Sterren
11 Phenomenal AI Level-of-Detail Control with the LOD Trader
Ben Sunshine-Hill
12 Runtime Compiled C++ for Rapid AI Development
Doug Binks, Matthew Jack, and Will Wilson
13 Plumbing the Forbidden Depths: Scripting and AI
Mike Lewis
14 Possibility Maps for Opportunistic AI and Believable Worlds
John Manslow
15 Production Rules Implementation in 1849
Robert Zubek
16 Production Systems: New Techniques in AAA Games
Andrea Schiel
17 Building a Risk-Free Environment to Enhance Prototyping:
Hinted-Execution Behavior Trees
Sergio Ocio Barriales
18 Smart Zones to Create the Ambience of Life
Etienne de Sevin, Caroline Chopinaud, and Clodéric Mars
19 Separation of Concerns Architecture for AI and Animation
Bobby Anguelov
20 Optimizing Practical Planning for Game AI
Eric Jacopin
21 Modular AI
Kevin Dill and Christopher Dragert
22 Overcoming Pitfalls in Behavior Tree Design
Anthony Francis
23 From Behavior to Animation: A Reactive AI Architecture for Networked
First-Person Shooter Games
Sumeet Jakatdar
24 A Character Decision-Making System for FINAL FANTASY XV by Combining
Behavior Trees and State Machines
Youichiro Miyake, Youji Shirakami, Kazuya Shimokawa, Kousuke Namiki, Tomoki
Komatsu, Joudan Tatsuhiro, Prasert Prasertvithyakarn, and Takanori Yokoyama
25 A Reusable, Light-Weight Finite-State Machine
David "Rez" Graham
26 Choosing Effective Utility-Based Considerations
Mike Lewis
27 Combining Scripted Behavior with Game Tree Search for Stronger, More
Robust Game AI
Nicolas A. Barriga, Marius Stanescu, and Michael Buro
About the Contributors
Introduction
1 Behavior Selection Algorithms: An Overview
Michael Dawe, Steve Gargolinski, Luke Dicken, Troy Humphreys, and Dave Mark
2 Structural Architecture-Common Tricks of the Trade
Kevin Dill
3 The Behavior Tree Starter Kit
Alex J. Champandard and Philip Dunstan
4 Real-World Behavior Trees in Script
Michael Dawe
5 Simulating Behavior Trees: A Behavior Tree/Planner Hybrid Approach
Daniel Hilburn
6 An Introduction to Utility Theory
David "Rez" Graham
7 Building Utility Decisions into Your Existing Behavior Tree
Bill Merrill
8 Reactivity and Deliberation in Decision-Making Systems
Carle Côté
9 Exploring HTN Planners through Example 103
Troy Humphreys
10 Hierarchical Plan-Space Planning for Multi-unit Combat Maneuvers
William van der Sterren
11 Phenomenal AI Level-of-Detail Control with the LOD Trader
Ben Sunshine-Hill
12 Runtime Compiled C++ for Rapid AI Development
Doug Binks, Matthew Jack, and Will Wilson
13 Plumbing the Forbidden Depths: Scripting and AI
Mike Lewis
14 Possibility Maps for Opportunistic AI and Believable Worlds
John Manslow
15 Production Rules Implementation in 1849
Robert Zubek
16 Production Systems: New Techniques in AAA Games
Andrea Schiel
17 Building a Risk-Free Environment to Enhance Prototyping:
Hinted-Execution Behavior Trees
Sergio Ocio Barriales
18 Smart Zones to Create the Ambience of Life
Etienne de Sevin, Caroline Chopinaud, and Clodéric Mars
19 Separation of Concerns Architecture for AI and Animation
Bobby Anguelov
20 Optimizing Practical Planning for Game AI
Eric Jacopin
21 Modular AI
Kevin Dill and Christopher Dragert
22 Overcoming Pitfalls in Behavior Tree Design
Anthony Francis
23 From Behavior to Animation: A Reactive AI Architecture for Networked
First-Person Shooter Games
Sumeet Jakatdar
24 A Character Decision-Making System for FINAL FANTASY XV by Combining
Behavior Trees and State Machines
Youichiro Miyake, Youji Shirakami, Kazuya Shimokawa, Kousuke Namiki, Tomoki
Komatsu, Joudan Tatsuhiro, Prasert Prasertvithyakarn, and Takanori Yokoyama
25 A Reusable, Light-Weight Finite-State Machine
David "Rez" Graham
26 Choosing Effective Utility-Based Considerations
Mike Lewis
27 Combining Scripted Behavior with Game Tree Search for Stronger, More
Robust Game AI
Nicolas A. Barriga, Marius Stanescu, and Michael Buro
About the Editor
About the Contributors
Introduction
1 Infected AI in The Last of Us
Mark Botta
2 Human Enemy AI in The Last of Us
Travis McIntosh
3 Ellie: Buddy AI in The Last of Us
Max Dyckhoff
4 Realizing NPCs: Animation and Behavior Control for Believable Characters
Jeet Shroff
5 Using Queues to Model a Merchant's Inventory
John Manslow
6 Psychologically Plausible Methods for Character Behavior Design
Phil Carlisle
7 Behavior Decision System: Dragon Age Inquisition's Utility Scoring Architecture
Sebastian Hanlon and Cody Watts
8 Paragon Bots: A Bag of Tricks
Mieszko Zielinski
9 Using Your Combat AI Accuracy to Balance Difficulty
Sergio Ocio Barriales
10 1000 NPCs at 60 FPS
Robert Zubek
11 Ambient Interactions: Improving Believability by Leveraging Rule-Based AI
Hendrik Skubch
12 Stochastic Grammars: Not Just for Words!
Mike Lewis
13 Simulating Character Knowledge Phenomena in Talk of the Town
James Ryan and Michael Mateas
About the Contributors
Introduction
1 Infected AI in The Last of Us
Mark Botta
2 Human Enemy AI in The Last of Us
Travis McIntosh
3 Ellie: Buddy AI in The Last of Us
Max Dyckhoff
4 Realizing NPCs: Animation and Behavior Control for Believable Characters
Jeet Shroff
5 Using Queues to Model a Merchant's Inventory
John Manslow
6 Psychologically Plausible Methods for Character Behavior Design
Phil Carlisle
7 Behavior Decision System: Dragon Age Inquisition's Utility Scoring Architecture
Sebastian Hanlon and Cody Watts
8 Paragon Bots: A Bag of Tricks
Mieszko Zielinski
9 Using Your Combat AI Accuracy to Balance Difficulty
Sergio Ocio Barriales
10 1000 NPCs at 60 FPS
Robert Zubek
11 Ambient Interactions: Improving Believability by Leveraging Rule-Based AI
Hendrik Skubch
12 Stochastic Grammars: Not Just for Words!
Mike Lewis
13 Simulating Character Knowledge Phenomena in Talk of the Town
James Ryan and Michael Mateas
About the Editor
About the Contributors
Introduction
1 Behavior Selection Algorithms: An Overview
Michael Dawe, Steve Gargolinski, Luke Dicken, Troy Humphreys, and Dave Mark
2 Structural Architecture-Common Tricks of the Trade
Kevin Dill
3 The Behavior Tree Starter Kit
Alex J. Champandard and Philip Dunstan
4 Real-World Behavior Trees in Script
Michael Dawe
5 Simulating Behavior Trees: A Behavior Tree/Planner Hybrid Approach
Daniel Hilburn
6 An Introduction to Utility Theory
David "Rez" Graham
7 Building Utility Decisions into Your Existing Behavior Tree
Bill Merrill
8 Reactivity and Deliberation in Decision-Making Systems
Carle Côté
9 Exploring HTN Planners through Example 103
Troy Humphreys
10 Hierarchical Plan-Space Planning for Multi-unit Combat Maneuvers
William van der Sterren
11 Phenomenal AI Level-of-Detail Control with the LOD Trader
Ben Sunshine-Hill
12 Runtime Compiled C++ for Rapid AI Development
Doug Binks, Matthew Jack, and Will Wilson
13 Plumbing the Forbidden Depths: Scripting and AI
Mike Lewis
14 Possibility Maps for Opportunistic AI and Believable Worlds
John Manslow
15 Production Rules Implementation in 1849
Robert Zubek
16 Production Systems: New Techniques in AAA Games
Andrea Schiel
17 Building a Risk-Free Environment to Enhance Prototyping:
Hinted-Execution Behavior Trees
Sergio Ocio Barriales
18 Smart Zones to Create the Ambience of Life
Etienne de Sevin, Caroline Chopinaud, and Clodéric Mars
19 Separation of Concerns Architecture for AI and Animation
Bobby Anguelov
20 Optimizing Practical Planning for Game AI
Eric Jacopin
21 Modular AI
Kevin Dill and Christopher Dragert
22 Overcoming Pitfalls in Behavior Tree Design
Anthony Francis
23 From Behavior to Animation: A Reactive AI Architecture for Networked
First-Person Shooter Games
Sumeet Jakatdar
24 A Character Decision-Making System for FINAL FANTASY XV by Combining
Behavior Trees and State Machines
Youichiro Miyake, Youji Shirakami, Kazuya Shimokawa, Kousuke Namiki, Tomoki
Komatsu, Joudan Tatsuhiro, Prasert Prasertvithyakarn, and Takanori Yokoyama
25 A Reusable, Light-Weight Finite-State Machine
David "Rez" Graham
26 Choosing Effective Utility-Based Considerations
Mike Lewis
27 Combining Scripted Behavior with Game Tree Search for Stronger, More
Robust Game AI
Nicolas A. Barriga, Marius Stanescu, and Michael Buro
About the Contributors
Introduction
1 Behavior Selection Algorithms: An Overview
Michael Dawe, Steve Gargolinski, Luke Dicken, Troy Humphreys, and Dave Mark
2 Structural Architecture-Common Tricks of the Trade
Kevin Dill
3 The Behavior Tree Starter Kit
Alex J. Champandard and Philip Dunstan
4 Real-World Behavior Trees in Script
Michael Dawe
5 Simulating Behavior Trees: A Behavior Tree/Planner Hybrid Approach
Daniel Hilburn
6 An Introduction to Utility Theory
David "Rez" Graham
7 Building Utility Decisions into Your Existing Behavior Tree
Bill Merrill
8 Reactivity and Deliberation in Decision-Making Systems
Carle Côté
9 Exploring HTN Planners through Example 103
Troy Humphreys
10 Hierarchical Plan-Space Planning for Multi-unit Combat Maneuvers
William van der Sterren
11 Phenomenal AI Level-of-Detail Control with the LOD Trader
Ben Sunshine-Hill
12 Runtime Compiled C++ for Rapid AI Development
Doug Binks, Matthew Jack, and Will Wilson
13 Plumbing the Forbidden Depths: Scripting and AI
Mike Lewis
14 Possibility Maps for Opportunistic AI and Believable Worlds
John Manslow
15 Production Rules Implementation in 1849
Robert Zubek
16 Production Systems: New Techniques in AAA Games
Andrea Schiel
17 Building a Risk-Free Environment to Enhance Prototyping:
Hinted-Execution Behavior Trees
Sergio Ocio Barriales
18 Smart Zones to Create the Ambience of Life
Etienne de Sevin, Caroline Chopinaud, and Clodéric Mars
19 Separation of Concerns Architecture for AI and Animation
Bobby Anguelov
20 Optimizing Practical Planning for Game AI
Eric Jacopin
21 Modular AI
Kevin Dill and Christopher Dragert
22 Overcoming Pitfalls in Behavior Tree Design
Anthony Francis
23 From Behavior to Animation: A Reactive AI Architecture for Networked
First-Person Shooter Games
Sumeet Jakatdar
24 A Character Decision-Making System for FINAL FANTASY XV by Combining
Behavior Trees and State Machines
Youichiro Miyake, Youji Shirakami, Kazuya Shimokawa, Kousuke Namiki, Tomoki
Komatsu, Joudan Tatsuhiro, Prasert Prasertvithyakarn, and Takanori Yokoyama
25 A Reusable, Light-Weight Finite-State Machine
David "Rez" Graham
26 Choosing Effective Utility-Based Considerations
Mike Lewis
27 Combining Scripted Behavior with Game Tree Search for Stronger, More
Robust Game AI
Nicolas A. Barriga, Marius Stanescu, and Michael Buro