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Game AI Pro: Collected Wisdom of Game AI Professionals [Hardback]

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Edited by (Nintendo of America, Redmond, Washington, USA)
  • Formāts: Hardback, 628 pages, height x width: 234x191 mm, weight: 1250 g, 12 Tables, black and white; 139 Illustrations, black and white
  • Izdošanas datums: 11-Sep-2013
  • Izdevniecība: A K Peters
  • ISBN-10: 1466565969
  • ISBN-13: 9781466565968
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  • Hardback
  • Cena: 165,25 €
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  • Formāts: Hardback, 628 pages, height x width: 234x191 mm, weight: 1250 g, 12 Tables, black and white; 139 Illustrations, black and white
  • Izdošanas datums: 11-Sep-2013
  • Izdevniecība: A K Peters
  • ISBN-10: 1466565969
  • ISBN-13: 9781466565968
Citas grāmatas par šo tēmu:
Edited by Rabin, this volume was produced by a wide assortment of people with backgrounds in artificial intelligence (AI), game design and programming in industry, and academic AI. The volume's emphasis is on using AI to create a compelling experience for the player. The volume is divided into 7 parts, General Wisdom, Architecture, Movement and Pathfinding, Strategy and Tactics, Agent Awareness and Knowledge Representation, Racing, and Odds and Ends. In the first section's three chapters the reader will find the following: an introduction to the concept of AI; a basic primer in neurology with mathematical descriptions of the various properties of neurons; and a chapter on generating and using randomness. The second part is designed to help the reader make decisions about what type of AI system to use. The rest of the book largely covers the various aspects of AI agents such as how they move, what strategies they follow and their knowledge systems. There is also discussion of some of the more theoretical aspects of AI such as Utility Theory. Section six is entirely devoted to the unique aspects of creating AIs for racing games. The last section covers varied topics like animal AI, use of general purpose GPU computing to exploit the massive parallelism of modern video cards, and third-person camera systems. Annotation ©2014 Ringgold, Inc., Portland, OR (protoview.com)

Preface xi
Web Materials xiii
Acknowledgments xv
The Editors xvii
The Contributors xix
Part I General Wisdom
1 What Is Game Al?
3(8)
Kevin Dill
2 Informing Game Al through the Study of Neurology
11(18)
Brett Laming
3 Advanced Randomness Techniques for Game Al: Gaussian Randomness, Filtered Randomness, and Perlin Noise
29(18)
Steve Rabin
Jay Goldblatt
Fernando Silva
Part II Architecture
4 Behavior Selection Algorithms: An Overview
47(14)
Michael Dawe
Steve Gargolinski
Luke Dicken
Troy Humphreys
Dave Mark
5 Structural Architecture---Common Tricks of the Trade
61(12)
Kevin Dill
6 The Behavior Tree Starter Kit
73(20)
Alex J. Champandard
Philip Dunstan
7 Real-World Behavior Trees in Script
93(6)
Michael Dawe
8 Simulating Behavior Trees: A Behavior Tree/Planner Hybrid Approach
99(14)
Daniel Hilburn
9 An Introduction to Utility Theory
113(14)
David "Rez" Graham
10 Building Utility Decisions into Your Existing Behavior Tree
127(10)
Bill Merrill
11 Reactivity and Deliberation in Decision-Making Systems
137(12)
Carle Cote
12 Exploring HTN Planners through Example
149(20)
Troy Humphreys
13 Hierarchical Plan-Space Planning for Multi-unit Combat Maneuvers
169(16)
William van der Sterren
14 Phenomenal Al Level-of-Detail Control with the LOD Trader
185(16)
Ben Sunshine-Hill
15 Runtime Compiled C++ for Rapid Al Development
201(18)
Doug Binks
Matthew Jack
Will Wilson
16 Plumbing the Forbidden Depths: Scripting and Al
219(22)
Mike Lewis
Part III Movement and Pathfinding
17 Pathfinding Architecture Optimizations
241(12)
Steve Rabin
Nathan R. Sturtevant
18 Choosing a Search Space Representation
253(6)
Nathan R. Sturtevant
19 Creating High-Order Navigation Meshes through Iterative Wavefront Edge Expansions
259(10)
D. Hunter Hale
G. Michael Youngblood
20 Precomputed Pathfinding for Large and Detailed Worlds on MMO Servers
269(20)
Fabien Gravot
Takanori Yokoyama
Youichiro Miyake
21 Techniques for Formation Movement Using Steering Circles
289(8)
Stephen Bjore
22 Collision Avoidance for Preplanned Locomotion
297(10)
Bobby Anguelov
23 Crowd Pathfinding and Steering Using Flow Field Tiles
307(10)
Elijah Emerson
24 Efficient Crowd Simulation for Mobile Games
317(8)
Graham Pentheny
25 Animation-Driven Locomotion with Locomotion Planning
325(12)
Jaroslaw Ciupinski
Part IV Strategy and Tactics
26 Tactical Position Selection: An Architecture and Query Language
337(24)
Matthew Jack
27 Tactical Pathfinding on a NavMesh
361(8)
Daniel Brewer
28 Beyond the Kung-Fu Circle: A Flexible System for Managing NPC Attacks
369(8)
Michael Dawe
29 Hierarchical Al for Multiplayer Bots in Killzone 3
377(14)
Remco Straatman
Tim Verweij
Alex Champandard
Robert Morcus
Hylke Kleve
30 Using Neural Networks to Control Agent Threat Response
391(12)
Michael Robbins
Part V Agent Awareness and Knowledge Representation
31 Crytek's Target Tracks Perception System
403(10)
Rich Welsh
32 How to Catch a Ninja: NPC Awareness in a 2D Stealth Platformer
413(10)
Brook Miles
33 Asking the Environment Smart Questions
423(10)
Mieszko Zielinski
34 A Simple and Robust Knowledge Representation System
433(8)
Phil Carlisle
35 A Simple and Practical Social Dynamics System
441(10)
Phil Carlisle
36 Breathing Life into Your Background Characters
451(8)
David "Rez" Graham
37 Alibi Generation: Fooling All the Players All the Time
459(12)
Ben Sunshine-Hill
Part VI Racing
38 An Architecture Overview for Al in Racing Games
471(10)
Simon Tomlinson
Nic Melder
39 Representing and Driving a Race Track for Al Controlled Vehicles
481(10)
Simon Tomlinson
Nic Melder
40 Racing Vehicle Control Systems using PID Controllers
491(10)
Nic Melder
Simon Tomlinson
41 The Heat Vision System for Racing Al: A Novel Way to Determine Optimal Track Positioning
501(6)
Nic Melder
42 A Rubber-Banding System for Gameplay and Race Management
507(8)
Nic Melder
Part VII Odds and Ends
43 An Architecture for Character-Rich Social Simulation
515(16)
Michael Mateas
Josh McCoy
44 A Control-Based Architecture for Animal Behavior
531(8)
Michael Ramsey
45 Introduction to GPGPU for Al
539(10)
Conan Bourke
Tomasz Bednarz
46 Creating Dynamic Soundscapes Using an Artificial Sound Designer
549(8)
Simon Franco
47 Tips and Tricks for a Robust Third-Person Camera System
557(10)
Eric Martel
48 Implementing N-Grams for Player Prediction, Procedural Generation, and Stylized Al
567(14)
Joseph Vasquez
Index 581
Steve Rabin is a principal software engineer at Nintendo of America, where he researches new techniques for Nintendos current and future platforms, architects development tools, and supports Nintendo developers. He also teaches game AI at the DigiPen Institute of Technology. He was previously an AI engineer at several start-up companies, including Gas Powered Games, WizBang Software Productions, and Surreal Software. He is the founder of the professional group AI Game Programmers Guild, with over 350 members worldwide. He earned a BS in computer engineering and an MS in computer science, both from the University of Washington.