Cantitate/Preț
Produs

Game AI Pro 360: Guide to Character Behavior

Autor Steve Rabin
en Limba Engleză Paperback – 23 sep 2019
Steve Rabin’s Game AI Pro 360: Guide to Character Behavior gathers all the cutting-edge information from his previous three Game AI Pro volumes into a convenient single source anthology that covers character behavior in game AI. This volume is complete with articles by leading game AI programmers that focus on individual AI behavior such as character interactions, modelling knowledge, efficient simulation, difficulty balancing, and making decisions with case studies from both commercial and indie games.
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
Citește tot Restrânge

Toate formatele și edițiile

Toate formatele și edițiile Preț Express
Paperback (4) 25537 lei  6-8 săpt.
  CRC Press – 23 sep 2019 25537 lei  6-8 săpt.
  CRC Press – 23 sep 2019 25862 lei  6-8 săpt. +7580 lei  7-13 zile
  CRC Press – 23 sep 2019 26048 lei  6-8 săpt. +7850 lei  7-13 zile
  CRC Press – 23 sep 2019 29671 lei  6-8 săpt.
Hardback (3) 73214 lei  6-8 săpt.
  CRC Press – 25 sep 2019 73214 lei  6-8 săpt.
  CRC Press – 25 sep 2019 73540 lei  6-8 săpt.
  CRC Press – 25 sep 2019 73662 lei  6-8 săpt.

Preț: 25537 lei

Preț vechi: 30979 lei
-18% Nou

Puncte Express: 383

Preț estimativ în valută:
4887 5156$ 4073£

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

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

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.