Game AI Pro 360: Guide to Architecture
Autor Steve Rabinen Limba Engleză Paperback – 23 sep 2019
Key Features
- Provides real-life case studies of game AI in published commercial games
- Material by top developers and researchers in Game AI
- Downloadable demos and/or source code available online
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Specificații
ISBN-13: 9780367151041
ISBN-10: 0367151049
Pagini: 402
Ilustrații: 12 Tables, black and white; 107 Illustrations, black and white
Dimensiuni: 191 x 235 x 29 mm
Greutate: 0.71 kg
Ediția:1
Editura: CRC Press
Colecția CRC Press
ISBN-10: 0367151049
Pagini: 402
Ilustrații: 12 Tables, black and white; 107 Illustrations, black and white
Dimensiuni: 191 x 235 x 29 mm
Greutate: 0.71 kg
Ediția:1
Editura: CRC Press
Colecția CRC Press
Cuprins
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 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
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
Notă biografică
Steve Rabin has 15 years at Nintendo of America, 4 years at various game developer start-ups, and 7 years of college teaching experience. He has been the invited keynote speaker at several academic AI conferences, founder and summit advisor for the AI Summit at GDC, GDC speaker, and founder/manager of the AI Game Programmers Guild.
Descriere
Cutting-edge game AI architecture primarily from game developers of shipped commercial games. The book acts as a toolbox of techniques that can be applied to many common and not-so-common situations.