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  • Gebundenes Buch

This volume covers both the art and the technology of game AI. It includes core algorithms that you'll need to succeed, such as behavior trees, utility theory, spatial representation, path planning, motion control, and tactical reasoning. It also describes tricks and techniques that will truly bring your game to life, including perception systems, social modeling, smart camera systems, player prediction, and even an AI sound designer. Throughout, the book discusses the optimizations and performance enhancements that enable your game to run while maintaining 60 frames per second.

Produktbeschreibung
This volume covers both the art and the technology of game AI. It includes core algorithms that you'll need to succeed, such as behavior trees, utility theory, spatial representation, path planning, motion control, and tactical reasoning. It also describes tricks and techniques that will truly bring your game to life, including perception systems, social modeling, smart camera systems, player prediction, and even an AI sound designer. Throughout, the book discusses the optimizations and performance enhancements that enable your game to run while maintaining 60 frames per second.
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Autorenporträt
Steve Rabin is a principal software engineer at Nintendo of America, where he researches new techniques for Nintendo's current and future platforms, architects development tools, and supports Nintendo developers. He also teaches game AI at the DigiPen Institute of Technology. He was previously an AI engineer at several start-up companies, including Gas Powered Games, WizBang Software Productions, and Surreal Software. He is the founder of the professional group AI Game Programmers Guild, with over 350 members worldwide. He earned a BS in computer engineering and an MS in computer science, both from the University of Washington.