Game AI Uncovered -

Game AI Uncovered

Volume One

Paul Roberts (Herausgeber)

Buch | Softcover
200 Seiten
2024
CRC Press (Verlag)
978-1-032-34323-5 (ISBN)
56,10 inkl. MwSt
Game AI Uncovered: Volume One kicks off a brand-new series of books that focus on the development of artificial intelligence in video games. This volume brings together the collected wisdom, ideas, tricks and cutting-edge techniques from 20 of the top game AI professionals and researchers, from around the world.
Game AI Uncovered: Volume One kicks off a brand-new series of books that focus on the development of artificial intelligence in video games. This volume brings together the collected wisdom, ideas, tricks, and cutting-edge techniques from 20 of the top game AI professionals and researchers from around the world.

The techniques discussed in these pages cover the underlying development of a wide array of published titles, including Hood: Outlaws and Legends, The Escapists 2, Sackboy: A Big Adventure, Call of Duty: Strike Team, GTI+ Club, Split/Second, Sonic All Stars Racing Transformed, Luna Abyss, Medal of Honor Heroes I & II, Age of Empires IV, Watch Dogs, Battlefield 2042, Plants vs. Zombies: Battle for Neighborville, Dead Space, and more.

Contained within this volume are overviews and insight covering a host of different areas within game AI, including situational awareness, pathfinding, tethering, squad behaviours, coordination, auto-generating navigation link data, fluid movement, combining behaviour and animation systems, pedal control for cars, tactical positioning, level of detail, infinite axis utility systems, hierarchical state machines, bots for testing, reactive behaviour trees, and more.

Beginners to the area of game AI, along with professional developers, will find a wealth of knowledge that will not only help in the development of your own games but will also spark ideas for new approaches.

This volume includes chapters written by Andy Brown, Dr Allan Bruce, Richard Bull, Laurent Couvidou, Steven Dalton, Michele Ermacora, Jonas Gillberg, Dale Green, Johan Holthausen, Dr Aitor Santamaría Ibirika, Dr Nic Melder, Sarat Rallabandi, Bruno Rebaque, John Reynolds, Paul Roberts, David Rogers, Andrea Schiel, Huw Talliss, Dr Tommy Thompson, and David Wooldridge.

Paul Roberts is a Lead AI programmer at Sumo Digital. He has a Master’s degree in Computer Science with Artificial Intelligence, where he focused on pathfinding and developed the DRS algorithm and ways to test the believability of generated paths. He has worked for a variety of studios in the UK from Team17, Traveller’s Tales, Activision, and some smaller indie studios. Paul also managed the Games Programming department at Staffordshire University for several years where he oversaw the development of new degree programs that saw a close collaboration with the games industry. 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.

Preface. Acknowledgements. Editor. Contributors. Chapter 1 The Changing Landscape of AI for Game Development. Chapter 2 Implementing an AI Framework in Unreal for Medium- to Large-Scale Numbers of Disparate AI in Hood: Outlaws and Legends. Chapter 3 Predicting When and Where to Intercept Players in Hood: Outlaws and Legends. Chapter 4 Getting Caught Off Guard: Situational Awareness in The Escapists 2. Chapter 5 Stitching It Together: The Enemies of Sackboy: A Big Adventure. Chapter 6 Squad Behaviour Using a Task Stack Approach for Call of Duty: Strike Team. Chapter 7 Reactive Behaviour Trees. Chapter 8 Tailoring Racing AI to the Genre. Chapter 9 Believable Routes: A Pathfinding Acceptability Metric. Chapter 10 AI Under Lockdown: Various Approaches to NPC Tethering. Chapter 11 Low-Cost, Mutable Path-Planning Spaces. Chapter 12 Auto-Generating Navigation Link Data. Chapter 13 Fluid Movement. Chapter 14 Combining Behaviour and Animation Systems in Luna Abyss. Chapter 15 How to Make Your AI Fireproof: 25 Years of AI Firefighting. Chapter 16 Pedal Control for Cars: How to Maintain Speed, Change Speed, and Stop at a Point. Chapter 17 Bots for Testing. Chapter 18 Infinite Axis Utility System and Hierarchical State Machines. Chapter 19 Tactical Positioning through Environmental Analysis. Chapter 20 Level of Detail: Saving Crucial CPU Time. Chapter 21 Agent Coordination: Designing a Generalised Coordination Layer. Index.

Erscheinungsdatum
Zusatzinfo 10 Tables, black and white; 80 Line drawings, black and white; 6 Halftones, black and white; 86 Illustrations, black and white
Verlagsort London
Sprache englisch
Maße 156 x 234 mm
Gewicht 400 g
Themenwelt Kunst / Musik / Theater
Informatik Grafik / Design Film- / Video-Bearbeitung
Informatik Software Entwicklung Spieleprogrammierung
ISBN-10 1-032-34323-0 / 1032343230
ISBN-13 978-1-032-34323-5 / 9781032343235
Zustand Neuware
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