Game AI Uncovered
Volume Three
Herausgeber: Roberts, Paul
Game AI Uncovered
Volume Three
Herausgeber: Roberts, Paul
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Game AI Uncovered: Volume Three continues the series with another collection of chapters from 18 of the top game AI professionals and researchers, from around the world. Each chapter includes wisdom, ideas, tips and tricks that were used in the development of video games.
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Game AI Uncovered: Volume Three continues the series with another collection of chapters from 18 of the top game AI professionals and researchers, from around the world. Each chapter includes wisdom, ideas, tips and tricks that were used in the development of video games.
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: 232
- Erscheinungstermin: 23. Januar 2025
- Englisch
- Abmessung: 234mm x 156mm
- ISBN-13: 9781032532561
- ISBN-10: 1032532564
- Artikelnr.: 71550173
- Herstellerkennzeichnung
- Libri GmbH
- Europaallee 1
- 36244 Bad Hersfeld
- 06621 890
- Verlag: Taylor & Francis Ltd
- Seitenzahl: 232
- Erscheinungstermin: 23. Januar 2025
- Englisch
- Abmessung: 234mm x 156mm
- ISBN-13: 9781032532561
- ISBN-10: 1032532564
- Artikelnr.: 71550173
- Herstellerkennzeichnung
- Libri GmbH
- Europaallee 1
- 36244 Bad Hersfeld
- 06621 890
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.
Chapter 1 The Vehicle AI of Watch Dogs: Legion: Building a Unified Vehicle AI System for Traffic and High
Speed Chases Dr Nic Melder Chapter 2 Navigating through a Traffic Intersection: How to Avoid Traffic Chaos When Jumping a Red Light Dr Nic Melder Chapter 3 Building the Tools for Building a City: Semi
Procedural Tools for the Creation of the City Road Network System of Watch Dogs: Legion Dr Nic Melder Chapter 4 Implementing a Simple 3D Waypoint Grid for Efficient Pathfinding in Eve: Valkyrie Dr Allan Bruce Chapter 5 N
Gram for Any Direction Prediction in VR Michele Condò Chapter 6 Creating Characters Using Components John Reynolds Chapter 7 Making AI Play Ball: Building and Testing Football AI Anubha Banerjee and Greg Irwin Chapter 8 Tactical Positioning in the Game of Football Anubha Banerjee and Greg Irwin Chapter 9 Automated Testing for All Developers: How Easy Access Can Make Your Dev Process More Efficient Matthias Siemonsmeier Chapter 10 Abstract Pattern Matching for Strategic Play Richard Bull Chapter 11 Animation
Driven Behaviour Johan Holthausen Chapter 12 JP
DRS: Jump
Point Directed Recursion Search Paul Roberts Chapter 13 Machine Learning for Games at Scale Phil Carlisle Chapter 14 Behaviour Engine and Language: A Heterogeneous State Machine System Eric S. Le Saux Chapter 15 AI Spawning Fundamentals: A General Guide to Spawning AI Agents in Games Bruno Rebaque Chapter 16 Character Utility Behaviour Graph David Wooldridge Chapter 17 Quarterback AI Paul Roberts Chapter 18 Touchdown! AI Scenarios within American Football Paul Roberts Chapter 19 Creature Navigation in the Air and on the Ground Jason Lok Heng Chin Chapter 20 Debug - Identifying and Presenting Useful Information Dale Green Chapter 21 Not All AIs Are Made the Same Tobias Karlsson Chapter 22 Simulation of Social Norms in City of Gangsters Robert Zubek
Speed Chases Dr Nic Melder Chapter 2 Navigating through a Traffic Intersection: How to Avoid Traffic Chaos When Jumping a Red Light Dr Nic Melder Chapter 3 Building the Tools for Building a City: Semi
Procedural Tools for the Creation of the City Road Network System of Watch Dogs: Legion Dr Nic Melder Chapter 4 Implementing a Simple 3D Waypoint Grid for Efficient Pathfinding in Eve: Valkyrie Dr Allan Bruce Chapter 5 N
Gram for Any Direction Prediction in VR Michele Condò Chapter 6 Creating Characters Using Components John Reynolds Chapter 7 Making AI Play Ball: Building and Testing Football AI Anubha Banerjee and Greg Irwin Chapter 8 Tactical Positioning in the Game of Football Anubha Banerjee and Greg Irwin Chapter 9 Automated Testing for All Developers: How Easy Access Can Make Your Dev Process More Efficient Matthias Siemonsmeier Chapter 10 Abstract Pattern Matching for Strategic Play Richard Bull Chapter 11 Animation
Driven Behaviour Johan Holthausen Chapter 12 JP
DRS: Jump
Point Directed Recursion Search Paul Roberts Chapter 13 Machine Learning for Games at Scale Phil Carlisle Chapter 14 Behaviour Engine and Language: A Heterogeneous State Machine System Eric S. Le Saux Chapter 15 AI Spawning Fundamentals: A General Guide to Spawning AI Agents in Games Bruno Rebaque Chapter 16 Character Utility Behaviour Graph David Wooldridge Chapter 17 Quarterback AI Paul Roberts Chapter 18 Touchdown! AI Scenarios within American Football Paul Roberts Chapter 19 Creature Navigation in the Air and on the Ground Jason Lok Heng Chin Chapter 20 Debug - Identifying and Presenting Useful Information Dale Green Chapter 21 Not All AIs Are Made the Same Tobias Karlsson Chapter 22 Simulation of Social Norms in City of Gangsters Robert Zubek
Chapter 1 The Vehicle AI of Watch Dogs: Legion: Building a Unified Vehicle AI System for Traffic and High
Speed Chases Dr Nic Melder Chapter 2 Navigating through a Traffic Intersection: How to Avoid Traffic Chaos When Jumping a Red Light Dr Nic Melder Chapter 3 Building the Tools for Building a City: Semi
Procedural Tools for the Creation of the City Road Network System of Watch Dogs: Legion Dr Nic Melder Chapter 4 Implementing a Simple 3D Waypoint Grid for Efficient Pathfinding in Eve: Valkyrie Dr Allan Bruce Chapter 5 N
Gram for Any Direction Prediction in VR Michele Condò Chapter 6 Creating Characters Using Components John Reynolds Chapter 7 Making AI Play Ball: Building and Testing Football AI Anubha Banerjee and Greg Irwin Chapter 8 Tactical Positioning in the Game of Football Anubha Banerjee and Greg Irwin Chapter 9 Automated Testing for All Developers: How Easy Access Can Make Your Dev Process More Efficient Matthias Siemonsmeier Chapter 10 Abstract Pattern Matching for Strategic Play Richard Bull Chapter 11 Animation
Driven Behaviour Johan Holthausen Chapter 12 JP
DRS: Jump
Point Directed Recursion Search Paul Roberts Chapter 13 Machine Learning for Games at Scale Phil Carlisle Chapter 14 Behaviour Engine and Language: A Heterogeneous State Machine System Eric S. Le Saux Chapter 15 AI Spawning Fundamentals: A General Guide to Spawning AI Agents in Games Bruno Rebaque Chapter 16 Character Utility Behaviour Graph David Wooldridge Chapter 17 Quarterback AI Paul Roberts Chapter 18 Touchdown! AI Scenarios within American Football Paul Roberts Chapter 19 Creature Navigation in the Air and on the Ground Jason Lok Heng Chin Chapter 20 Debug - Identifying and Presenting Useful Information Dale Green Chapter 21 Not All AIs Are Made the Same Tobias Karlsson Chapter 22 Simulation of Social Norms in City of Gangsters Robert Zubek
Speed Chases Dr Nic Melder Chapter 2 Navigating through a Traffic Intersection: How to Avoid Traffic Chaos When Jumping a Red Light Dr Nic Melder Chapter 3 Building the Tools for Building a City: Semi
Procedural Tools for the Creation of the City Road Network System of Watch Dogs: Legion Dr Nic Melder Chapter 4 Implementing a Simple 3D Waypoint Grid for Efficient Pathfinding in Eve: Valkyrie Dr Allan Bruce Chapter 5 N
Gram for Any Direction Prediction in VR Michele Condò Chapter 6 Creating Characters Using Components John Reynolds Chapter 7 Making AI Play Ball: Building and Testing Football AI Anubha Banerjee and Greg Irwin Chapter 8 Tactical Positioning in the Game of Football Anubha Banerjee and Greg Irwin Chapter 9 Automated Testing for All Developers: How Easy Access Can Make Your Dev Process More Efficient Matthias Siemonsmeier Chapter 10 Abstract Pattern Matching for Strategic Play Richard Bull Chapter 11 Animation
Driven Behaviour Johan Holthausen Chapter 12 JP
DRS: Jump
Point Directed Recursion Search Paul Roberts Chapter 13 Machine Learning for Games at Scale Phil Carlisle Chapter 14 Behaviour Engine and Language: A Heterogeneous State Machine System Eric S. Le Saux Chapter 15 AI Spawning Fundamentals: A General Guide to Spawning AI Agents in Games Bruno Rebaque Chapter 16 Character Utility Behaviour Graph David Wooldridge Chapter 17 Quarterback AI Paul Roberts Chapter 18 Touchdown! AI Scenarios within American Football Paul Roberts Chapter 19 Creature Navigation in the Air and on the Ground Jason Lok Heng Chin Chapter 20 Debug - Identifying and Presenting Useful Information Dale Green Chapter 21 Not All AIs Are Made the Same Tobias Karlsson Chapter 22 Simulation of Social Norms in City of Gangsters Robert Zubek