Game AI Pro 360 : guide to architecture /: guide to architecture. (2019)
- Record Type:
- Book
- Title:
- Game AI Pro 360 : guide to architecture /: guide to architecture. (2019)
- Main Title:
- Game AI Pro 360 : guide to architecture
- Further Information:
- Note: Steve Rabin.
- Authors:
- Rabin, Steve
- Contents:
- About the Editor About the Contributors Introduction 1 Behavior Selection Algorithms: An Overview Michael Dawe, Steve Gargolinski, Luke Dicken, Troy Humphreys, and Dave Mark 2 Structural Architecture—Common Tricks of the Trade Kevin Dill 3 The Behavior Tree Starter Kit Alex J. Champandard and Philip Dunstan 4 Real-World Behavior Trees in Script Michael Dawe 5 Simulating Behavior Trees: A Behavior Tree/Planner Hybrid Approach Daniel Hilburn 6 An Introduction to Utility Theory David “Rez” Graham 7 Building Utility Decisions into Your Existing Behavior Tree Bill Merrill 8 Reactivity and Deliberation in Decision-Making Systems Carle Côté 9 Exploring HTN Planners through Example 103 Troy Humphreys 10 Hierarchical Plan-Space Planning for Multi-unit Combat Maneuvers William van der Sterren 11 Phenomenal AI Level-of-Detail Control with the LOD Trader Ben Sunshine-Hill 12 Runtime Compiled C++ for Rapid AI Development Doug Binks, Matthew Jack, and Will Wilson 13 Plumbing the Forbidden Depths: Scripting and AI Mike Lewis 14 Possibility Maps for Opportunistic AI and Believable Worlds John Manslow 15 Production Rules Implementation in 1849 Robert Zubek 16 Production Systems: New Techniques in AAA Games Andrea Schiel 17 Building a Risk-Free Environment to Enhance Prototyping: Hinted-Execution Behavior Trees Sergio Ocio Barriales 18 Smart Zones to Create the Ambience of Life Etienne de Sevin, Caroline Chopinaud, and Clodéric Mars 19 Separation of Concerns Architecture for AI and AnimationAbout the Editor About the Contributors Introduction 1 Behavior Selection Algorithms: An Overview Michael Dawe, Steve Gargolinski, Luke Dicken, Troy Humphreys, and Dave Mark 2 Structural Architecture—Common Tricks of the Trade Kevin Dill 3 The Behavior Tree Starter Kit Alex J. Champandard and Philip Dunstan 4 Real-World Behavior Trees in Script Michael Dawe 5 Simulating Behavior Trees: A Behavior Tree/Planner Hybrid Approach Daniel Hilburn 6 An Introduction to Utility Theory David “Rez” Graham 7 Building Utility Decisions into Your Existing Behavior Tree Bill Merrill 8 Reactivity and Deliberation in Decision-Making Systems Carle Côté 9 Exploring HTN Planners through Example 103 Troy Humphreys 10 Hierarchical Plan-Space Planning for Multi-unit Combat Maneuvers William van der Sterren 11 Phenomenal AI Level-of-Detail Control with the LOD Trader Ben Sunshine-Hill 12 Runtime Compiled C++ for Rapid AI Development Doug Binks, Matthew Jack, and Will Wilson 13 Plumbing the Forbidden Depths: Scripting and AI Mike Lewis 14 Possibility Maps for Opportunistic AI and Believable Worlds John Manslow 15 Production Rules Implementation in 1849 Robert Zubek 16 Production Systems: New Techniques in AAA Games Andrea Schiel 17 Building a Risk-Free Environment to Enhance Prototyping: Hinted-Execution Behavior Trees Sergio Ocio Barriales 18 Smart Zones to Create the Ambience of Life Etienne de Sevin, Caroline Chopinaud, and Clodéric Mars 19 Separation of Concerns Architecture for AI and Animation Bobby Anguelov 20 Optimizing Practical Planning for Game AI Eric Jacopin 21 Modular AI Kevin Dill and Christopher Dragert 22 Overcoming Pitfalls in Behavior Tree Design Anthony Francis 23 From Behavior to Animation: A Reactive AI Architecture for Networked First-Person Shooter Games Sumeet Jakatdar 24 A Character Decision-Making System for FINAL FANTASY XV by Combining Behavior Trees and State Machines Youichiro Miyake, Youji Shirakami, Kazuya Shimokawa, Kousuke Namiki, Tomoki Komatsu, Joudan Tatsuhiro, Prasert Prasertvithyakarn, and Takanori Yokoyama 25 A Reusable, Light-Weight Finite-State Machine David “Rez” Graham 26 Choosing Effective Utility-Based Considerations Mike Lewis 27 Combining Scripted Behavior with Game Tree Search for Stronger, More Robust Game AI Nicolas A. Barriga, Marius Stanescu, and Michael Buro … (more)
- Edition:
- 1st
- Publisher Details:
- Boca Raton : CRC Press
- Publication Date:
- 2019
- Extent:
- 1 online resource, illustrations (black and white)
- Subjects:
- 794.81526
Computer games -- Design
Computer games -- Programming - Languages:
- English
- ISBNs:
- 9780429619717
9780429621864
9780429617560
9780429055058 - Related ISBNs:
- 9780367151072
9780367151041 - 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.456837
- Ingest File:
- 02_595.xml