Game AI pro : collected wisdom of game AI professionals /: collected wisdom of game AI professionals. (2014)
- Record Type:
- Book
- Title:
- Game AI pro : collected wisdom of game AI professionals /: collected wisdom of game AI professionals. (2014)
- Main Title:
- Game AI pro : collected wisdom of game AI professionals
- Further Information:
- Note: Edited by Steven Rabin.
- Editors:
- Rabin, Steve
- Contents:
- General Wisdom; What Is Game AI?; Kevin Dill Informing Game AI through the Study of Neurology; Brett Laming Advanced Randomness Techniques for Game AI: Gaussian Randomness, Filtered Randomness, and Perlin Noise; Steve Rabin, Jay Goldblatt, and Fernando Silva Architecture; Behavior Selection Algorithms: An Overview; Michael Dawe, Steve Gargolinski, Luke Dicken, Troy Humphreys, and Dave Mark Structural Architecture—Common Tricks of the Trade; Kevin Dill The Behavior Tree Starter Kit; Alex J. Champandard and Philip Dunstan Real-World Behavior Trees in Script; Michael Dawe Simulating Behavior Trees: A Behavior Tree/Planner Hybrid Approach; Daniel Hilburn An Introduction to Utility Theory; David “Rez” Graham Building Utility Decisions into Your Existing Behavior Tree; Bill Merrill Reactivity and Deliberation in Decision-Making Systems; Carle Côté Exploring HTN Planners through Example; Troy Humphreys Hierarchical Plan-Space Planning for Multiunit Combat Maneuvers; William van der Sterren Phenomenal AI Level-of-Detail Control with the LOD Trader; Ben Sunshine-Hill Runtime Compiled C++ for Rapid AI Development; Doug Binks, Matthew Jack, and Will Wilson Plumbing the Forbidden Depths: Scripting and AI; Mike Lewis Movement and Pathfinding; Pathfinding Architecture Optimizations; Steve Rabin and Nathan Sturtevant Choosing a Search Space Representation; Nathan R. Sturtevant Creating High-Order Navigation Meshes through Iterative Wavefront Edge Expansions; D. Hunter Hale and G. MichaelGeneral Wisdom; What Is Game AI?; Kevin Dill Informing Game AI through the Study of Neurology; Brett Laming Advanced Randomness Techniques for Game AI: Gaussian Randomness, Filtered Randomness, and Perlin Noise; Steve Rabin, Jay Goldblatt, and Fernando Silva Architecture; Behavior Selection Algorithms: An Overview; Michael Dawe, Steve Gargolinski, Luke Dicken, Troy Humphreys, and Dave Mark Structural Architecture—Common Tricks of the Trade; Kevin Dill The Behavior Tree Starter Kit; Alex J. Champandard and Philip Dunstan Real-World Behavior Trees in Script; Michael Dawe Simulating Behavior Trees: A Behavior Tree/Planner Hybrid Approach; Daniel Hilburn An Introduction to Utility Theory; David “Rez” Graham Building Utility Decisions into Your Existing Behavior Tree; Bill Merrill Reactivity and Deliberation in Decision-Making Systems; Carle Côté Exploring HTN Planners through Example; Troy Humphreys Hierarchical Plan-Space Planning for Multiunit Combat Maneuvers; William van der Sterren Phenomenal AI Level-of-Detail Control with the LOD Trader; Ben Sunshine-Hill Runtime Compiled C++ for Rapid AI Development; Doug Binks, Matthew Jack, and Will Wilson Plumbing the Forbidden Depths: Scripting and AI; Mike Lewis Movement and Pathfinding; Pathfinding Architecture Optimizations; Steve Rabin and Nathan Sturtevant Choosing a Search Space Representation; Nathan R. Sturtevant Creating High-Order Navigation Meshes through Iterative Wavefront Edge Expansions; D. Hunter Hale and G. Michael Youngblood Precomputed Pathfinding for Large and Detailed Worlds on MMO Servers; Fabien Gravot, Takanori Yokoyama, and Youichiro Miyake Techniques for Formation Movement using Steering Circles; Stephen Bjore Collision Avoidance for Preplanned Locomotion; Bobby Anguelov Crowd Pathfinding and Steering Using Flow Field Tiles; Elijah Emerson Efficient Crowd Simulation for Mobile Games; Graham Pentheny Animation-Driven Locomotion with Locomotion Planning; Jarosław Ciupiński Strategy and Tactics; Tactical Position Selection: An Architecture and Query Language; Matthew Jack Tactical Pathfinding on a NavMesh; Daniel Brewer Beyond the Kung-Fu Circle: A Flexible System for Managing NPC Attacks; Michael Dawe Hierarchical AI for Multiplayer Bots in Killzone 3; Remco Straatman, Tim Verweij, Alex Champandard, Robert Morcus, and Hylke Kleve Using Neural Networks to Control Agent Threat Response; Michael Robbins Agent Awareness and Knowledge Representation; Crytek’s Target Tracks Perception System; Rich Welsh How to Catch a Ninja: NPC Awareness in a 2D Stealth Platformer; Brook Miles Asking the Environment Smart Questions; Mieszko Zielinski A Simple and Robust Knowledge Representation System; Phil Carlisle A Simple and Practical Social Dynamics System; Phil Carlisle Breathing Life into Your Background Characters; David “Rez” Graham Alibi Generation: Fooling All the Players All the Time; Ben Sunshine-Hill Racing; An Architecture Overview for AI in Racing Games; Simon Tomlinson and Nic Melder Representing and Driving a Race Track for AI Controlled Vehicles; Simon Tomlinson and Nic Melder Racing Vehicle Control Systems using PID Controllers; Nic Melder and Simon Tomlinson The Heat Vision System for Racing AI: A Novel Way to Determine Optimal Track Positioning; Nic Melder A Rubber-Banding System for Gameplay and Race Management; Nic Melder Odds and Ends; An Architecture for Character-Rich Social Simulation; Michael Mateas and Josh McCoy A Control-Based Architecture for Animal Behavior; Michael Ramsey Introduction to GPGPU for AI; Conan Bourke and Tomasz Bednarz Creating Dynamic Soundscapes Using an Artificial Sound Designer; Simon Franco Tips and Tricks for a Robust Third-Person Camera System; Eric Martel Implementing N-Grams for Player Prediction, Procedural Generation, and Stylized AI; Joseph Vasquez II … (more)
- Edition:
- 1st
- Publisher Details:
- Boca Raton : CRC Press
- Publication Date:
- 2014
- Extent:
- 1 online resource, illustrations
- Subjects:
- 794.81526
Computer games -- Design
Computer games -- Programming - Languages:
- English
- ISBNs:
- 9781466565975
- Notes:
- Note: Description based on CIP data; resource not viewed.
- Access Rights:
- Legal Deposit; Only available on premises controlled by the deposit library and to one user at any one time; The Legal Deposit Libraries (Non-Print Works) Regulations (UK).
- Access Usage:
- Restricted: Printing from this resource is governed by The Legal Deposit Libraries (Non-Print Works) Regulations (UK) and UK copyright law currently in force.
- View Content:
- Available online (eLD content is only available in our Reading Rooms) ↗
- Physical Locations:
- British Library HMNTS - ELD.DS.143937
- Ingest File:
- 02_084.xml