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E-grāmata: Game AI Uncovered: Volume One

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  • Formāts: 216 pages
  • Izdošanas datums: 23-Feb-2024
  • Izdevniecība: CRC Press
  • Valoda: eng
  • ISBN-13: 9781003847779
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  • Formāts: 216 pages
  • Izdošanas datums: 23-Feb-2024
  • Izdevniecība: CRC Press
  • Valoda: eng
  • ISBN-13: 9781003847779

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Game AI Uncovered: Volume One kicks off a brand-new series of books that focus on the development of artificial intelligence in video games. This volume brings together the collected wisdom, ideas, tricks, and cutting-edge techniques from 20 of the top game AI professionals and researchers from around the world.

The techniques discussed in these pages cover the underlying development of a wide array of published titles, including Hood: Outlaws and Legends, The Escapists 2, Sackboy: A Big Adventure, Call of Duty: Strike Team, GTI+ Club, Split/Second, Sonic All Stars Racing Transformed, Luna Abyss, Medal of Honor Heroes I & II, Age of Empires IV, Watch Dogs, Battlefield 2042, Plants vs. Zombies: Battle for Neighborville, Dead Space, and more.

Contained within this volume are overviews and insight covering a host of different areas within game AI, including situational awareness, pathfinding, tethering, squad behaviours, coordination, auto-generating navigation link data, fluid movement, combining behaviour and animation systems, pedal control for cars, tactical positioning, level of detail, infinite axis utility systems, hierarchical state machines, bots for testing, reactive behaviour trees, and more.

Beginners to the area of game AI, along with professional developers, will find a wealth of knowledge that will not only help in the development of your own games but will also spark ideas for new approaches.

This volume includes chapters written by Andy Brown, Dr Allan Bruce, Richard Bull, Laurent Couvidou, Steven Dalton, Michele Ermacora, Jonas Gillberg, Dale Green, Johan Holthausen, Dr Aitor Santamarķa Ibirika, Dr Nic Melder, Sarat Rallabandi, Bruno Rebaque, John Reynolds, Paul Roberts, David Rogers, Andrea Schiel, Huw Talliss, Dr Tommy Thompson, and David Wooldridge.
Preface. Acknowledgements. Editor. Contributors.
Chapter 1 The Changing
Landscape of AI for Game Development.
Chapter 2 Implementing an AI Framework
in Unreal for Medium- to Large-Scale Numbers of Disparate AI in Hood: Outlaws
and Legends.
Chapter 3 Predicting When and Where to Intercept Players in
Hood: Outlaws and Legends.
Chapter 4 Getting Caught Off Guard: Situational
Awareness in The Escapists
2.
Chapter 5 Stitching It Together: The Enemies of
Sackboy: A Big Adventure.
Chapter 6 Squad Behaviour Using a Task Stack
Approach for Call of Duty: Strike Team.
Chapter 7 Reactive Behaviour Trees.
Chapter 8 Tailoring Racing AI to the Genre.
Chapter 9 Believable Routes: A
Pathfinding Acceptability Metric.
Chapter 10 AI Under Lockdown: Various
Approaches to NPC Tethering.
Chapter 11 Low-Cost, Mutable Path-Planning
Spaces.
Chapter 12 Auto-Generating Navigation Link Data.
Chapter 13 Fluid
Movement.
Chapter 14 Combining Behaviour and Animation Systems in Luna Abyss.
Chapter 15 How to Make Your AI Fireproof: 25 Years of AI Firefighting.
Chapter 16 Pedal Control for Cars: How to Maintain Speed, Change Speed, and
Stop at a Point.
Chapter 17 Bots for Testing.
Chapter 18 Infinite Axis
Utility System and Hierarchical State Machines.
Chapter 19 Tactical
Positioning through Environmental Analysis.
Chapter 20 Level of Detail:
Saving Crucial CPU Time.
Chapter 21 Agent Coordination: Designing a
Generalised Coordination Layer. Index.
Paul Roberts is a Lead AI programmer at Sumo Digital. He has a Masters degree in Computer Science with Artificial Intelligence, where he focused on pathfinding and developed the DRS algorithm and ways to test the believability of generated paths. He has worked for a variety of studios in the UK from Team17, Travellers Tales, Activision, and some smaller indie studios. Paul also managed the Games Programming department at Staffordshire University for several years where he oversaw the development of new degree programs that saw a close collaboration with the games industry. Paul has written a number of books some fiction, others academic the latest of which is Artificial Intelligence in Games published by CRC Press in 2022.