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Steve Rabin's Game AI Pro 360: Guide to Architecture gathers all the cutting-edge information from his previous three Game AI Pro volumes into a convenient single source anthology covering game AI architecture. This volume is complete with articles by leading game AI programmers that further explore modern architecture such as behavior trees and share architectures used in top games such as Final Fantasy XV, the Call of Duty series and the Guild War series. 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…mehr
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Steve Rabin's Game AI Pro 360: Guide to Architecture gathers all the cutting-edge information from his previous three Game AI Pro volumes into a convenient single source anthology covering game AI architecture. This volume is complete with articles by leading game AI programmers that further explore modern architecture such as behavior trees and share architectures used in top games such as Final Fantasy XV, the Call of Duty series and the Guild War series. 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
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Hinweis: Dieser Artikel kann nur an eine deutsche Lieferadresse ausgeliefert werden.
Produktdetails
- Produktdetails
- Verlag: CRC Press
- Seitenzahl: 402
- Erscheinungstermin: 23. September 2019
- Englisch
- Abmessung: 235mm x 191mm x 22mm
- Gewicht: 748g
- ISBN-13: 9780367151041
- ISBN-10: 0367151049
- Artikelnr.: 57999497
- Herstellerkennzeichnung
- Produktsicherheitsverantwortliche/r
- Europaallee 1
- 36244 Bad Hersfeld
- gpsr@libri.de
- Verlag: CRC Press
- Seitenzahl: 402
- Erscheinungstermin: 23. September 2019
- Englisch
- Abmessung: 235mm x 191mm x 22mm
- Gewicht: 748g
- ISBN-13: 9780367151041
- ISBN-10: 0367151049
- Artikelnr.: 57999497
- 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 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 Pathfinding Architecture Optimizations
Steve Rabin and Nathan R. Sturtevant
2 Choosing a Search Space Representation
Nathan R. Sturtevant
3 Creating High-Order Navigation Meshes through Iterative Wavefront Edge Expansions
D. Hunter Hale and G. Michael Youngblood
4 Precomputed Pathfinding for Large and Detailed Worlds on MMO Servers
Fabien Gravot, Takanori Yokoyama, and Youichiro Miyake
5 Techniques for Formation Movement Using Steering Circles
Stephen Bjore
6 Collision Avoidance for Preplanned Locomotion
Bobby Anguelov
7 Crowd Pathfinding and Steering Using Flow Field Tiles
Elijah Emerson
8 Efficient Crowd Simulation for Mobile Games
Graham Pentheny
9 Animation-Driven Locomotion with Locomotion Planning
Jaroslaw Ciupinski
10 JPS+: An Extreme A* Speed Optimization for Static Uniform Cost Grids
Steve Rabin and Fernando Silva
11 Subgoal Graphs for Fast Optimal Pathfinding
Tansel Uras and Sven Koenig
12 Theta* for Any-Angle Pathfinding
Alex Nash and Sven Koenig
13 Advanced Techniques for Robust, Efficient Crowds
Graham Pentheny
14 Context Steering: Behavior-Driven Steering at the Macro Scale
Andrew Fray
15 Guide to Anticipatory Collision Avoidance
Stephen J. Guy and Ioannis Karamouzas
16 Hierarchical Architecture for Group Navigation Behaviors
Clodéric Mars and Jérémy Chanut
17 Dynamic Obstacle Navigation in Fuse
Jan Müller
18 Steering against Complex Vehicles in Assassin's Creed Syndicate
Eric Martel
19 Predictive Animation Control Using Simulations and Fitted Models
Ingimar Hólm Gudmundsson, Hendrik Skubch, Fabien Gravot, and Youichiro Miyake
20 Fast Cars, Big City: The AI of Driver San Francisco
Chris Jenner and Sergio Ocio Barriales
21 A Unified Theory of Locomotion
Graham Pentheny
22 RVO and ORCA: How They Really Work
Ben Sunshine-Hill
23 Optimization for Smooth Paths
Mark Langerak
24 3D Flight Navigation Using Sparse Voxel Octrees
Daniel Brewer
25 Faster A* with Goal Bounding
Steve Rabin and Nathan R. Sturtevant
26 Faster Dijkstra Search on Uniform Cost Grids
Nathan R. Sturtevant and Steve Rabin
About the Contributors
Introduction
1 Pathfinding Architecture Optimizations
Steve Rabin and Nathan R. Sturtevant
2 Choosing a Search Space Representation
Nathan R. Sturtevant
3 Creating High-Order Navigation Meshes through Iterative Wavefront Edge Expansions
D. Hunter Hale and G. Michael Youngblood
4 Precomputed Pathfinding for Large and Detailed Worlds on MMO Servers
Fabien Gravot, Takanori Yokoyama, and Youichiro Miyake
5 Techniques for Formation Movement Using Steering Circles
Stephen Bjore
6 Collision Avoidance for Preplanned Locomotion
Bobby Anguelov
7 Crowd Pathfinding and Steering Using Flow Field Tiles
Elijah Emerson
8 Efficient Crowd Simulation for Mobile Games
Graham Pentheny
9 Animation-Driven Locomotion with Locomotion Planning
Jaroslaw Ciupinski
10 JPS+: An Extreme A* Speed Optimization for Static Uniform Cost Grids
Steve Rabin and Fernando Silva
11 Subgoal Graphs for Fast Optimal Pathfinding
Tansel Uras and Sven Koenig
12 Theta* for Any-Angle Pathfinding
Alex Nash and Sven Koenig
13 Advanced Techniques for Robust, Efficient Crowds
Graham Pentheny
14 Context Steering: Behavior-Driven Steering at the Macro Scale
Andrew Fray
15 Guide to Anticipatory Collision Avoidance
Stephen J. Guy and Ioannis Karamouzas
16 Hierarchical Architecture for Group Navigation Behaviors
Clodéric Mars and Jérémy Chanut
17 Dynamic Obstacle Navigation in Fuse
Jan Müller
18 Steering against Complex Vehicles in Assassin's Creed Syndicate
Eric Martel
19 Predictive Animation Control Using Simulations and Fitted Models
Ingimar Hólm Gudmundsson, Hendrik Skubch, Fabien Gravot, and Youichiro Miyake
20 Fast Cars, Big City: The AI of Driver San Francisco
Chris Jenner and Sergio Ocio Barriales
21 A Unified Theory of Locomotion
Graham Pentheny
22 RVO and ORCA: How They Really Work
Ben Sunshine-Hill
23 Optimization for Smooth Paths
Mark Langerak
24 3D Flight Navigation Using Sparse Voxel Octrees
Daniel Brewer
25 Faster A* with Goal Bounding
Steve Rabin and Nathan R. Sturtevant
26 Faster Dijkstra Search on Uniform Cost Grids
Nathan R. Sturtevant and Steve Rabin
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 Pathfinding Architecture Optimizations
Steve Rabin and Nathan R. Sturtevant
2 Choosing a Search Space Representation
Nathan R. Sturtevant
3 Creating High-Order Navigation Meshes through Iterative Wavefront Edge Expansions
D. Hunter Hale and G. Michael Youngblood
4 Precomputed Pathfinding for Large and Detailed Worlds on MMO Servers
Fabien Gravot, Takanori Yokoyama, and Youichiro Miyake
5 Techniques for Formation Movement Using Steering Circles
Stephen Bjore
6 Collision Avoidance for Preplanned Locomotion
Bobby Anguelov
7 Crowd Pathfinding and Steering Using Flow Field Tiles
Elijah Emerson
8 Efficient Crowd Simulation for Mobile Games
Graham Pentheny
9 Animation-Driven Locomotion with Locomotion Planning
Jaroslaw Ciupinski
10 JPS+: An Extreme A* Speed Optimization for Static Uniform Cost Grids
Steve Rabin and Fernando Silva
11 Subgoal Graphs for Fast Optimal Pathfinding
Tansel Uras and Sven Koenig
12 Theta* for Any-Angle Pathfinding
Alex Nash and Sven Koenig
13 Advanced Techniques for Robust, Efficient Crowds
Graham Pentheny
14 Context Steering: Behavior-Driven Steering at the Macro Scale
Andrew Fray
15 Guide to Anticipatory Collision Avoidance
Stephen J. Guy and Ioannis Karamouzas
16 Hierarchical Architecture for Group Navigation Behaviors
Clodéric Mars and Jérémy Chanut
17 Dynamic Obstacle Navigation in Fuse
Jan Müller
18 Steering against Complex Vehicles in Assassin's Creed Syndicate
Eric Martel
19 Predictive Animation Control Using Simulations and Fitted Models
Ingimar Hólm Gudmundsson, Hendrik Skubch, Fabien Gravot, and Youichiro Miyake
20 Fast Cars, Big City: The AI of Driver San Francisco
Chris Jenner and Sergio Ocio Barriales
21 A Unified Theory of Locomotion
Graham Pentheny
22 RVO and ORCA: How They Really Work
Ben Sunshine-Hill
23 Optimization for Smooth Paths
Mark Langerak
24 3D Flight Navigation Using Sparse Voxel Octrees
Daniel Brewer
25 Faster A* with Goal Bounding
Steve Rabin and Nathan R. Sturtevant
26 Faster Dijkstra Search on Uniform Cost Grids
Nathan R. Sturtevant and Steve Rabin
About the Contributors
Introduction
1 Pathfinding Architecture Optimizations
Steve Rabin and Nathan R. Sturtevant
2 Choosing a Search Space Representation
Nathan R. Sturtevant
3 Creating High-Order Navigation Meshes through Iterative Wavefront Edge Expansions
D. Hunter Hale and G. Michael Youngblood
4 Precomputed Pathfinding for Large and Detailed Worlds on MMO Servers
Fabien Gravot, Takanori Yokoyama, and Youichiro Miyake
5 Techniques for Formation Movement Using Steering Circles
Stephen Bjore
6 Collision Avoidance for Preplanned Locomotion
Bobby Anguelov
7 Crowd Pathfinding and Steering Using Flow Field Tiles
Elijah Emerson
8 Efficient Crowd Simulation for Mobile Games
Graham Pentheny
9 Animation-Driven Locomotion with Locomotion Planning
Jaroslaw Ciupinski
10 JPS+: An Extreme A* Speed Optimization for Static Uniform Cost Grids
Steve Rabin and Fernando Silva
11 Subgoal Graphs for Fast Optimal Pathfinding
Tansel Uras and Sven Koenig
12 Theta* for Any-Angle Pathfinding
Alex Nash and Sven Koenig
13 Advanced Techniques for Robust, Efficient Crowds
Graham Pentheny
14 Context Steering: Behavior-Driven Steering at the Macro Scale
Andrew Fray
15 Guide to Anticipatory Collision Avoidance
Stephen J. Guy and Ioannis Karamouzas
16 Hierarchical Architecture for Group Navigation Behaviors
Clodéric Mars and Jérémy Chanut
17 Dynamic Obstacle Navigation in Fuse
Jan Müller
18 Steering against Complex Vehicles in Assassin's Creed Syndicate
Eric Martel
19 Predictive Animation Control Using Simulations and Fitted Models
Ingimar Hólm Gudmundsson, Hendrik Skubch, Fabien Gravot, and Youichiro Miyake
20 Fast Cars, Big City: The AI of Driver San Francisco
Chris Jenner and Sergio Ocio Barriales
21 A Unified Theory of Locomotion
Graham Pentheny
22 RVO and ORCA: How They Really Work
Ben Sunshine-Hill
23 Optimization for Smooth Paths
Mark Langerak
24 3D Flight Navigation Using Sparse Voxel Octrees
Daniel Brewer
25 Faster A* with Goal Bounding
Steve Rabin and Nathan R. Sturtevant
26 Faster Dijkstra Search on Uniform Cost Grids
Nathan R. Sturtevant and Steve Rabin