Game AI Pro 360: Guide to Character Behavior
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
Toate formatele și edițiile | Preț | Express |
---|---|---|
Paperback (4) | 255.37 lei 6-8 săpt. | |
CRC Press – 23 sep 2019 | 255.37 lei 6-8 săpt. | |
CRC Press – 23 sep 2019 | 258.62 lei 6-8 săpt. | +75.80 lei 7-13 zile |
CRC Press – 23 sep 2019 | 260.48 lei 6-8 săpt. | +78.50 lei 7-13 zile |
CRC Press – 23 sep 2019 | 296.71 lei 6-8 săpt. | |
Hardback (3) | 732.14 lei 6-8 săpt. | |
CRC Press – 25 sep 2019 | 732.14 lei 6-8 săpt. | |
CRC Press – 25 sep 2019 | 735.40 lei 6-8 săpt. | |
CRC Press – 25 sep 2019 | 736.62 lei 6-8 săpt. |
Preț: 255.37 lei
Preț vechi: 309.79 lei
-18% Nou
Puncte Express: 383
Preț estimativ în valută:
48.87€ • 51.56$ • 40.73£
48.87€ • 51.56$ • 40.73£
Carte tipărită la comandă
Livrare economică 02-16 ianuarie 25
Preluare comenzi: 021 569.72.76
Specificații
ISBN-13: 9780367151140
ISBN-10: 0367151146
Pagini: 164
Ilustrații: 38
Dimensiuni: 191 x 235 x 10 mm
Greutate: 0.3 kg
Ediția:1
Editura: CRC Press
Colecția CRC Press
ISBN-10: 0367151146
Pagini: 164
Ilustrații: 38
Dimensiuni: 191 x 235 x 10 mm
Greutate: 0.3 kg
Ediția:1
Editura: CRC Press
Colecția CRC Press
Cuprins
About the Editor
About the Contributors
Introduction
1 Infected AI in The Last of Us
Mark Botta
2 Human Enemy AI in The Last of Us
Travis McIntosh
3 Ellie: Buddy AI in The Last of Us
Max Dyckhoff
4 Realizing NPCs: Animation and Behavior Control for Believable Characters
Jeet Shroff
5 Using Queues to Model a Merchant’s Inventory
John Manslow
6 Psychologically Plausible Methods for Character Behavior Design
Phil Carlisle
7 Behavior Decision System: Dragon Age Inquisition’s Utility Scoring Architecture
Sebastian Hanlon and Cody Watts
8 Paragon Bots: A Bag of Tricks
Mieszko Zieliński
9 Using Your Combat AI Accuracy to Balance Difficulty
Sergio Ocio Barriales
10 1000 NPCs at 60 FPS
Robert Zubek
11 Ambient Interactions: Improving Believability by Leveraging Rule-Based AI
Hendrik Skubch
12 Stochastic Grammars: Not Just for Words!
Mike Lewis
13 Simulating Character Knowledge Phenomena in Talk of the Town
James Ryan and Michael Mateas
About the Contributors
Introduction
1 Infected AI in The Last of Us
Mark Botta
2 Human Enemy AI in The Last of Us
Travis McIntosh
3 Ellie: Buddy AI in The Last of Us
Max Dyckhoff
4 Realizing NPCs: Animation and Behavior Control for Believable Characters
Jeet Shroff
5 Using Queues to Model a Merchant’s Inventory
John Manslow
6 Psychologically Plausible Methods for Character Behavior Design
Phil Carlisle
7 Behavior Decision System: Dragon Age Inquisition’s Utility Scoring Architecture
Sebastian Hanlon and Cody Watts
8 Paragon Bots: A Bag of Tricks
Mieszko Zieliński
9 Using Your Combat AI Accuracy to Balance Difficulty
Sergio Ocio Barriales
10 1000 NPCs at 60 FPS
Robert Zubek
11 Ambient Interactions: Improving Believability by Leveraging Rule-Based AI
Hendrik Skubch
12 Stochastic Grammars: Not Just for Words!
Mike Lewis
13 Simulating Character Knowledge Phenomena in Talk of the Town
James Ryan and Michael Mateas
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 character behavior techiques for game AI 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.