Game AI Uncovered
Volume Two
Herausgeber: Roberts, Paul
Game AI Uncovered
Volume Two
Herausgeber: Roberts, Paul
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Game AI Uncovered: Volume Two continues the series with the collected wisdom, ideas, tricks and cutting-edge techniques from 22 of the top game AI professionals and researchers, from around the world.
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Game AI Uncovered: Volume Two continues the series with the collected wisdom, ideas, tricks and cutting-edge techniques from 22 of the top game AI professionals and researchers, from around the world.
Hinweis: Dieser Artikel kann nur an eine deutsche Lieferadresse ausgeliefert werden.
Hinweis: Dieser Artikel kann nur an eine deutsche Lieferadresse ausgeliefert werden.
Produktdetails
- Produktdetails
- Verlag: Taylor & Francis Ltd
- Seitenzahl: 210
- Erscheinungstermin: 4. Juni 2024
- Englisch
- Abmessung: 234mm x 156mm
- Gewicht: 576g
- ISBN-13: 9781032347295
- ISBN-10: 1032347295
- Artikelnr.: 70240074
- Verlag: Taylor & Francis Ltd
- Seitenzahl: 210
- Erscheinungstermin: 4. Juni 2024
- Englisch
- Abmessung: 234mm x 156mm
- Gewicht: 576g
- ISBN-13: 9781032347295
- ISBN-10: 1032347295
- Artikelnr.: 70240074
Paul Roberts is the technical director of the independent game studio Grinning Cat. Prior to this he worked in a variety of Principal / Lead AI Programmer roles for a range of studios in the UK including Sumo Digital, Team17, Traveller's Tales, Activision, and some smaller indie studios. For several years Paul also led the Games Programming department at Staffordshire University, where he taught Game AI and programming principles. He has a Master's degree in Computer Science with Artificial Intelligence, which focused on pathfinding, the development of the DRS algorithm and ways to test the believability of generated paths. Paul has written a number of books, some fiction, others academic, the latest of which is 'Artificial Intelligence in Games' published by CRC Press in 2022 and is also the editor for this Game AI Uncovered series.
1.Low Bandwidth, Synchronised Path Following in Team17's The Survivalists.
2.Going Stateless: An Evolution of Behaviour Trees in Team17's The
Survivalists and Beyon. 3.Monkey Business: NPC Player Imitation in Team17's
The Survivalists. 4.Dynamic Behaviour Trees: Building for Scalability.
5.Building a Buddy: Choosing the Right Brain. 6.Making Up Your AI's Mind:
Decision-Making Architectures. 7.High Speed Vehicle Driving in Wheelman.
8.AI Awareness in Sports Games. 9.Crafting the Illusion: Difficulty
Scenarios. 10.Towards Controlled Design of Learning Agents for Automated
Video Game Playing. 11.Utility Systems for High-Level Group Management.
12.Machine Learning Based Automated Cinematography for Games. 13.Directed
Acyclic Graphs for Fun and Profit. 14.Navigating Broken Data.
15.Environment Steering. 16.Using Voxels for Environmental Cues. 17.The
Creature Believability Scale. 18.Automated Testing Using AI Planning.
19.Dumbing Down AI - The Art of Making Intelligence Stupid. 20.Race
Director. 21.SB-GOAP: Self-Balanced Goal Oriented Action Planner.
22.Generalised AI Planners. 23.Unleashing Mayhem: The Demolition Derby Game
Modes of DiRT: Showdown.
2.Going Stateless: An Evolution of Behaviour Trees in Team17's The
Survivalists and Beyon. 3.Monkey Business: NPC Player Imitation in Team17's
The Survivalists. 4.Dynamic Behaviour Trees: Building for Scalability.
5.Building a Buddy: Choosing the Right Brain. 6.Making Up Your AI's Mind:
Decision-Making Architectures. 7.High Speed Vehicle Driving in Wheelman.
8.AI Awareness in Sports Games. 9.Crafting the Illusion: Difficulty
Scenarios. 10.Towards Controlled Design of Learning Agents for Automated
Video Game Playing. 11.Utility Systems for High-Level Group Management.
12.Machine Learning Based Automated Cinematography for Games. 13.Directed
Acyclic Graphs for Fun and Profit. 14.Navigating Broken Data.
15.Environment Steering. 16.Using Voxels for Environmental Cues. 17.The
Creature Believability Scale. 18.Automated Testing Using AI Planning.
19.Dumbing Down AI - The Art of Making Intelligence Stupid. 20.Race
Director. 21.SB-GOAP: Self-Balanced Goal Oriented Action Planner.
22.Generalised AI Planners. 23.Unleashing Mayhem: The Demolition Derby Game
Modes of DiRT: Showdown.
1.Low Bandwidth, Synchronised Path Following in Team17's The Survivalists.
2.Going Stateless: An Evolution of Behaviour Trees in Team17's The
Survivalists and Beyon. 3.Monkey Business: NPC Player Imitation in Team17's
The Survivalists. 4.Dynamic Behaviour Trees: Building for Scalability.
5.Building a Buddy: Choosing the Right Brain. 6.Making Up Your AI's Mind:
Decision-Making Architectures. 7.High Speed Vehicle Driving in Wheelman.
8.AI Awareness in Sports Games. 9.Crafting the Illusion: Difficulty
Scenarios. 10.Towards Controlled Design of Learning Agents for Automated
Video Game Playing. 11.Utility Systems for High-Level Group Management.
12.Machine Learning Based Automated Cinematography for Games. 13.Directed
Acyclic Graphs for Fun and Profit. 14.Navigating Broken Data.
15.Environment Steering. 16.Using Voxels for Environmental Cues. 17.The
Creature Believability Scale. 18.Automated Testing Using AI Planning.
19.Dumbing Down AI - The Art of Making Intelligence Stupid. 20.Race
Director. 21.SB-GOAP: Self-Balanced Goal Oriented Action Planner.
22.Generalised AI Planners. 23.Unleashing Mayhem: The Demolition Derby Game
Modes of DiRT: Showdown.
2.Going Stateless: An Evolution of Behaviour Trees in Team17's The
Survivalists and Beyon. 3.Monkey Business: NPC Player Imitation in Team17's
The Survivalists. 4.Dynamic Behaviour Trees: Building for Scalability.
5.Building a Buddy: Choosing the Right Brain. 6.Making Up Your AI's Mind:
Decision-Making Architectures. 7.High Speed Vehicle Driving in Wheelman.
8.AI Awareness in Sports Games. 9.Crafting the Illusion: Difficulty
Scenarios. 10.Towards Controlled Design of Learning Agents for Automated
Video Game Playing. 11.Utility Systems for High-Level Group Management.
12.Machine Learning Based Automated Cinematography for Games. 13.Directed
Acyclic Graphs for Fun and Profit. 14.Navigating Broken Data.
15.Environment Steering. 16.Using Voxels for Environmental Cues. 17.The
Creature Believability Scale. 18.Automated Testing Using AI Planning.
19.Dumbing Down AI - The Art of Making Intelligence Stupid. 20.Race
Director. 21.SB-GOAP: Self-Balanced Goal Oriented Action Planner.
22.Generalised AI Planners. 23.Unleashing Mayhem: The Demolition Derby Game
Modes of DiRT: Showdown.