Game AI for Indie Developers
CRC Press (Verlag)
978-1-138-62615-7 (ISBN)
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Key Features
Targeted at independent developers and people not versed in AI
Structured to be directly accessible based on your specific project rather than requiring reading the whole thing to understand the field.
Aimed at providing developers a quick way to expand their "toolbox"
• AI "Design" centric (as opposed to very dry, code-centric methods) – more focused on the in-game feel of the AI and why a technique is appropriate from that angle.
Luke Dicken is the founder of Robot Overlord Games, Chair of the IGDA Foundation and the first person outside of North America to sit on the Board of Directors for the IGDA. He holds degrees in computer science, artificial intelligence and bioinformatics and is currently completing a PhD program in Game AI. Luke has written a range of articles and given sessions at conferences around the world, as well collaborating on a number of game projects. Luke has been passionate about AI since playing "Creatures" as a teenager, and currently chairs the IGDA’s Special Interest Group on AI as well as being a member of the AI Game Programmers Guild. He was named as one of Develop magazine’s "30 Under 30" for 2013, but hasn’t yet found a subtle way to work that into a bio.Adjunct Game Development Professor - Lorain County Community CollegeIndependent Game Designer - Polytundra LLC
Section I - Introduction. Ch ● 1. What is AI / What is Game AI. Ch 2 Fundamentals. Ch 3 Identifying the "Shape" of a Game. Section II - AI for Characters Ch 4 Introduction to Characters. Ch 5 Pathfinding. Ch 6 Decision Making. Ch 7 Collaboration and Tactics. Ch 8 How to Cheat. Section III - AI for Strategy Games. Ch 9 Introduction to Strategy AI. Ch 10 Multi-Agent Systems. Ch 11 Heuristic Map Analysis. Ch 12 Strategic-Level Decision Making, Ch 13 Creating engaging personas. Ch 14 Diplomacy. Section IV - AI for Game Direction Ch 15 Intro duction to Direction. Ch 16 Managing Game Flow. Ch 17 Interactive Fiction. Ch 18 "Yes and.... " Ch 19 Living Worlds and Simulated Environments. Ch 20 Understanding Players. Section V - AI for Content Generation. Ch 21 Intro to Procedural Systems. Ch 22 Procedurla Items. Ch 23 Procedural Level Generation. Ch 24 Procedural Quests and Story. Section VI - AI for the Future. Ch 25 To Infinity and Beyond.
Erscheint lt. Verlag | 31.12.2023 |
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Verlagsort | London |
Sprache | englisch |
Maße | 156 x 234 mm |
Themenwelt | Informatik ► Grafik / Design ► Film- / Video-Bearbeitung |
Informatik ► Software Entwicklung ► Spieleprogrammierung | |
Informatik ► Theorie / Studium ► Künstliche Intelligenz / Robotik | |
ISBN-10 | 1-138-62615-5 / 1138626155 |
ISBN-13 | 978-1-138-62615-7 / 9781138626157 |
Zustand | Neuware |
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