Game AI pro 2 : collected wisdom of game AI professionals /: collected wisdom of game AI professionals. (2015)
- Record Type:
- Book
- Title:
- Game AI pro 2 : collected wisdom of game AI professionals /: collected wisdom of game AI professionals. (2015)
- Main Title:
- Game AI pro 2 : collected wisdom of game AI professionals
- Further Information:
- Note: Edited by Steven Rabin.
- Editors:
- Rabin, Steve
- Contents:
- General Wisdom; Game AI Appreciation, Revisited; Mike Lewis and Kevin Dill; Combat Dialogue in FEAR : The Illusion of Communication; Jeff Orkin; Dual-Utility Reasoning; Kevin Dill; Vision Zones and Object Identification Certainty; Steve Rabin ; Agent Reaction Time: How Fast Should an AI React?; Steve Rabin; Preventing Animation Twinning Using a Simple Blackboard; Michael Dawe; ; Architecture; Possibility Maps for Opportunistic AI and Believable Worlds; John Manslow; Production Rules Implementation in 1849; Robert Zubek; Production Systems: New Techniques in AAA Games; Andrea Schiel; Building a Risk-Free Environment to Enhance Prototyping: Hinted-Execution Behavior Trees; Sergio Ocio Barriales; Smart Zones to Create the Ambience of Life; Etienne de Sevin, Caroline Chopinaud, and Clodéric Mars; Separation of Concerns Architecture for AI and Animation; Bobby Anguelov; Optimizing Practical Planning for Game AI; Éric Jacopin; ; Movement And Pathfinding ; JPS+: An Extreme A* Speed Optimization for Static Uniform Cost Grids; Steve Rabin and Fernando Silva; Subgoal Graphs for Fast Optimal Pathfinding; Tansel Uras and Sven Koenig; Theta* for Any-Angle Pathfinding; Alex Nash and Sven Koenig; Advanced Techniques for Robust, Efficient Crowds; Graham Pentheny; Context Steering: Behavior-Driven Steering at the Macro Scale; Andrew Fray; Guide to Anticipatory Collision Avoidance; Stephen J. Guy and Ioannis Karamouzas; Hierarchical Architecture for Group Navigation Behaviors; Clodéric MarsGeneral Wisdom; Game AI Appreciation, Revisited; Mike Lewis and Kevin Dill; Combat Dialogue in FEAR : The Illusion of Communication; Jeff Orkin; Dual-Utility Reasoning; Kevin Dill; Vision Zones and Object Identification Certainty; Steve Rabin ; Agent Reaction Time: How Fast Should an AI React?; Steve Rabin; Preventing Animation Twinning Using a Simple Blackboard; Michael Dawe; ; Architecture; Possibility Maps for Opportunistic AI and Believable Worlds; John Manslow; Production Rules Implementation in 1849; Robert Zubek; Production Systems: New Techniques in AAA Games; Andrea Schiel; Building a Risk-Free Environment to Enhance Prototyping: Hinted-Execution Behavior Trees; Sergio Ocio Barriales; Smart Zones to Create the Ambience of Life; Etienne de Sevin, Caroline Chopinaud, and Clodéric Mars; Separation of Concerns Architecture for AI and Animation; Bobby Anguelov; Optimizing Practical Planning for Game AI; Éric Jacopin; ; Movement And Pathfinding ; JPS+: An Extreme A* Speed Optimization for Static Uniform Cost Grids; Steve Rabin and Fernando Silva; Subgoal Graphs for Fast Optimal Pathfinding; Tansel Uras and Sven Koenig; Theta* for Any-Angle Pathfinding; Alex Nash and Sven Koenig; Advanced Techniques for Robust, Efficient Crowds; Graham Pentheny; Context Steering: Behavior-Driven Steering at the Macro Scale; Andrew Fray; Guide to Anticipatory Collision Avoidance; Stephen J. Guy and Ioannis Karamouzas; Hierarchical Architecture for Group Navigation Behaviors; Clodéric Mars and Jérémy Chanut; Dynamic Obstacle Navigation in Fuse; Jan Müller; ; Applied Search Techniques; Introduction to Search for Games; Nathan R. Sturtevant; Personality Reinforced Search for Mobile Strategy Games; Miguel A. Nieves; Interest Search: A Faster Minimax; Jeff Rollason; Monte Carlo Tree Search and Related Algorithms for Games; Nathan R. Sturtevant; Rolling Your Own Finite-Domain Constraint Solver; Leif Foged and Ian Horswill; ; Tactics, Strategy, and Spatial Awareness ; Looking for Trouble: Making NPCs Search Realistically; Rich Welsh; Modeling Perception and Awareness in Tom Clancy’s Splinter Cell Blacklist ; Martin Walsh; Escaping the Grid: Infinite-Resolution Influence Mapping; Mike Lewis; Modular Tactical Influence Maps; Dave Mark; Spatial Reasoning for Strategic Decision Making; Kevin Dill; Extending the Spatial Coverage of a Voxel-Based Navigation Mesh; Kevin A. Kirst; ; Character Behavior ; Infected AI in The Last of Us ; Mark Botta; Human Enemy AI in The Last of Us; Travis McIntosh; Ellie: Buddy AI in The Last of Us; Max Dyckhoff; Realizing NPCs: Animation and Behavior Control for Believable Characters; Jeet Shroff; Using Queues to Model a Merchant’s Inventory; John Manslow; Psychologically Plausible Methods for Character Behavior Design; Phil Carlisle; ; Analytics, Content Generation, and Experience Management; Analytics-Based AI Techniques for a Better Gaming Experience; Truong-Huy D. Nguyen, Zhengxing Chen, and Magy Seif El-Nasr; Procedural Content Generation: An Overview; Gillian Smith; Simulation Principles from Dwarf Fortress ; Tarn Adams; Techniques for AI-Driven Experience Management in Interactive Narratives; Vadim Bulitko, Greg Lee, Sergio Poo Hernandez, Alejandro Ramirez, and David Thue; Index; … (more)
- Edition:
- 1st
- Publisher Details:
- Boca Raton : CRC Press
- Publication Date:
- 2015
- Extent:
- 1 online resource, illustrations (black and white)
- Subjects:
- 794.81526
Computer games -- Design
Computer games -- Programming - Languages:
- English
- ISBNs:
- 9781482254808
- Related ISBNs:
- 9781482254792
- Notes:
- Note: Description based on CIP data; item 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.138940
- Ingest File:
- 02_048.xml