Game AI Uncovered - Roberts, Paul; (ed.) - Prospero Internet Bookshop

Game AI Uncovered: Volume Three
 
Product details:

ISBN13:9781032532561
ISBN10:1032532564
Binding:Paperback
No. of pages:246 pages
Size:234x156 mm
Language:English
Illustrations: 104 Illustrations, black & white; 5 Halftones, black & white; 99 Line drawings, black & white; 7 Tables, black & white
700
Category:

Game AI Uncovered

Volume Three
 
Edition number: 1
Publisher: CRC Press
Date of Publication:
 
Normal price:

Publisher's listprice:
GBP 48.99
Estimated price in HUF:
25 719 HUF (24 495 HUF + 5% VAT)
Why estimated?
 
Your price:

20 576 (19 596 HUF + 5% VAT )
discount is: 20% (approx 5 144 HUF off)
Discount is valid until: 31 December 2024
The discount is only available for 'Alert of Favourite Topics' newsletter recipients.
Click here to subscribe.
 
Availability:

Not yet published.
 
  Piece(s)

 
Short description:

Game AI Uncovered: Volume Three continues the series with another collection of chapters from 18 of the top game AI professionals and researchers, from around the world. Each chapter includes wisdom, ideas, tips and tricks that were used in the development of video games.

Long description:

Game AI Uncovered: Volume Three continues the series with another collection of chapters from 18 of the top game AI professionals and researchers, from around the world. Each chapter includes wisdom, ideas, tips, and tricks that were used in the development of video games.


The techniques discussed in these pages cover the underlying development of a wide array of published titles, including Watch Dogs: Legion, City of Gangsters, Eve: Valkyrie, Firefall, The Persistence, Advance Soccer, Alpha Beta Gunner, and Luna Abyss.


Contained within this volume are insights that cover a host of different areas within game AI, including vehicle AI, simulating social norms, AI spawning fundamentals, pathfinding, creation of characters using components, animation?driven behaviour, tactical positioning in football, automated testing, abstract pattern matching, and machine learning for games.


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


This volume includes chapters written by Dr Allan Bruce, Anubha Banerjee, Bruno Rebaque, Dale Green, David Wooldridge, Eric S. Le Saux, Greg Irwin, Jason Lok Heng Chin, Johan Holthausen, John Reynolds, Mathias Siemonsmeier, Michele Cond?, Dr Nic Melder, Paul Roberts, Phil Carlisle, Richard Bull, Robert Zubek, and Tobias Karlsson.

Table of Contents:

Chapter 1 The Vehicle AI of Watch Dogs: Legion: Building a Unified Vehicle AI System for Traffic and High?Speed Chases


Dr Nic Melder


Chapter 2 Navigating through a Traffic Intersection: How to Avoid Traffic Chaos When Jumping a Red Light


Dr Nic Melder


Chapter 3 Building the Tools for Building a City: Semi?Procedural Tools for the Creation of the City Road Network System of Watch Dogs: Legion


Dr Nic Melder


Chapter 4 Implementing a Simple 3D Waypoint Grid for Efficient Pathfinding in Eve: Valkyrie


Dr Allan Bruce


Chapter 5 N?Gram for Any Direction Prediction in VR


Michele Cond?


Chapter 6 Creating Characters Using Components


John Reynolds


Chapter 7 Making AI Play Ball: Building and Testing Football AI


Anubha Banerjee and Greg Irwin


Chapter 8 Tactical Positioning in the Game of Football


Anubha Banerjee and Greg Irwin


Chapter 9 Automated Testing for All Developers: How Easy Access Can Make Your Dev Process More Efficient


Matthias Siemonsmeier


Chapter 10 Abstract Pattern Matching for Strategic Play


Richard Bull


Chapter 11 Animation?Driven Behaviour


Johan Holthausen


Chapter 12 JP?DRS: Jump?Point Directed Recursion Search


Paul Roberts


Chapter 13 Machine Learning for Games at Scale


Phil Carlisle


Chapter 14 Behaviour Engine and Language: A Heterogeneous State Machine System


Eric S. Le Saux


Chapter 15 AI Spawning Fundamentals: A General Guide to Spawning AI Agents in Games


Bruno Rebaque


Chapter 16 Character Utility Behaviour Graph


David Wooldridge


Chapter 17 Quarterback AI


Paul Roberts


Chapter 18 Touchdown! AI Scenarios within American Football


Paul Roberts


Chapter 19 Creature Navigation in the Air and on the Ground


Jason Lok Heng Chin


Chapter 20 Debug ? Identifying and Presenting Useful Information


Dale Green


Chapter 21 Not All AIs Are Made the Same


Tobias Karlsson


Chapter 22 Simulation of Social Norms in City of Gangsters


Robert Zubek