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Cutting-edge game AI architecture 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 game AI architecture 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 (Sales)
- Seitenzahl: 382
- Erscheinungstermin: 23. September 2019
- Englisch
- Abmessung: 254mm x 178mm x 25mm
- Gewicht: 703g
- ISBN-13: 9780367151041
- ISBN-10: 0367151049
- Artikelnr.: 57999497
- Verlag: Taylor & Francis Ltd (Sales)
- Seitenzahl: 382
- Erscheinungstermin: 23. September 2019
- Englisch
- Abmessung: 254mm x 178mm x 25mm
- Gewicht: 703g
- ISBN-13: 9780367151041
- ISBN-10: 0367151049
- Artikelnr.: 57999497
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 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
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 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
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