Preface |
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xi | |
Web Materials |
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xiii | |
Acknowledgments |
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xv | |
The Editors |
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xvii | |
The Contributors |
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xix | |
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3 | (8) |
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2 Informing Game Al through the Study of Neurology |
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11 | (18) |
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3 Advanced Randomness Techniques for Game Al: Gaussian Randomness, Filtered Randomness, and Perlin Noise |
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29 | (18) |
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4 Behavior Selection Algorithms: An Overview |
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47 | (14) |
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5 Structural Architecture---Common Tricks of the Trade |
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61 | (12) |
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6 The Behavior Tree Starter Kit |
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73 | (20) |
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7 Real-World Behavior Trees in Script |
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93 | (6) |
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8 Simulating Behavior Trees: A Behavior Tree/Planner Hybrid Approach |
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99 | (14) |
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9 An Introduction to Utility Theory |
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113 | (14) |
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10 Building Utility Decisions into Your Existing Behavior Tree |
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127 | (10) |
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11 Reactivity and Deliberation in Decision-Making Systems |
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137 | (12) |
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12 Exploring HTN Planners through Example |
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149 | (20) |
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13 Hierarchical Plan-Space Planning for Multi-unit Combat Maneuvers |
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169 | (16) |
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14 Phenomenal Al Level-of-Detail Control with the LOD Trader |
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185 | (16) |
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15 Runtime Compiled C++ for Rapid Al Development |
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201 | (18) |
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16 Plumbing the Forbidden Depths: Scripting and Al |
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219 | (22) |
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Part III Movement and Pathfinding |
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17 Pathfinding Architecture Optimizations |
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241 | (12) |
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18 Choosing a Search Space Representation |
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253 | (6) |
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19 Creating High-Order Navigation Meshes through Iterative Wavefront Edge Expansions |
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259 | (10) |
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20 Precomputed Pathfinding for Large and Detailed Worlds on MMO Servers |
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269 | (20) |
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21 Techniques for Formation Movement Using Steering Circles |
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289 | (8) |
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22 Collision Avoidance for Preplanned Locomotion |
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297 | (10) |
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23 Crowd Pathfinding and Steering Using Flow Field Tiles |
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307 | (10) |
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24 Efficient Crowd Simulation for Mobile Games |
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317 | (8) |
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25 Animation-Driven Locomotion with Locomotion Planning |
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325 | (12) |
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Part IV Strategy and Tactics |
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26 Tactical Position Selection: An Architecture and Query Language |
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337 | (24) |
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27 Tactical Pathfinding on a NavMesh |
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361 | (8) |
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28 Beyond the Kung-Fu Circle: A Flexible System for Managing NPC Attacks |
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369 | (8) |
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29 Hierarchical Al for Multiplayer Bots in Killzone 3 |
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377 | (14) |
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30 Using Neural Networks to Control Agent Threat Response |
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391 | (12) |
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Part V Agent Awareness and Knowledge Representation |
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31 Crytek's Target Tracks Perception System |
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403 | (10) |
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32 How to Catch a Ninja: NPC Awareness in a 2D Stealth Platformer |
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413 | (10) |
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33 Asking the Environment Smart Questions |
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423 | (10) |
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34 A Simple and Robust Knowledge Representation System |
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433 | (8) |
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35 A Simple and Practical Social Dynamics System |
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441 | (10) |
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36 Breathing Life into Your Background Characters |
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451 | (8) |
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37 Alibi Generation: Fooling All the Players All the Time |
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459 | (12) |
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38 An Architecture Overview for Al in Racing Games |
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471 | (10) |
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39 Representing and Driving a Race Track for Al Controlled Vehicles |
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481 | (10) |
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40 Racing Vehicle Control Systems using PID Controllers |
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491 | (10) |
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41 The Heat Vision System for Racing Al: A Novel Way to Determine Optimal Track Positioning |
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501 | (6) |
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42 A Rubber-Banding System for Gameplay and Race Management |
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507 | (8) |
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43 An Architecture for Character-Rich Social Simulation |
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515 | (16) |
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44 A Control-Based Architecture for Animal Behavior |
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531 | (8) |
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45 Introduction to GPGPU for Al |
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539 | (10) |
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46 Creating Dynamic Soundscapes Using an Artificial Sound Designer |
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549 | (8) |
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47 Tips and Tricks for a Robust Third-Person Camera System |
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557 | (10) |
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48 Implementing N-Grams for Player Prediction, Procedural Generation, and Stylized Al |
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567 | (14) |
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Index |
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581 | |