Atjaunināt sīkdatņu piekrišanu

Game AI Uncovered: Volume Three [Mīkstie vāki]

Edited by
  • Formāts: Paperback / softback, 232 pages, height x width: 234x156 mm, weight: 460 g, 7 Tables, black and white; 99 Line drawings, black and white; 5 Halftones, black and white; 104 Illustrations, black and white
  • Izdošanas datums: 23-Jan-2025
  • Izdevniecība: CRC Press
  • ISBN-10: 1032532564
  • ISBN-13: 9781032532561
Citas grāmatas par šo tēmu:
  • Mīkstie vāki
  • Cena: 66,41 €
  • Grāmatu piegādes laiks ir 3-4 nedēļas, ja grāmata ir uz vietas izdevniecības noliktavā. Ja izdevējam nepieciešams publicēt jaunu tirāžu, grāmatas piegāde var aizkavēties.
  • Daudzums:
  • Ielikt grozā
  • Piegādes laiks - 4-6 nedēļas
  • Pievienot vēlmju sarakstam
  • Bibliotēkām
  • Formāts: Paperback / softback, 232 pages, height x width: 234x156 mm, weight: 460 g, 7 Tables, black and white; 99 Line drawings, black and white; 5 Halftones, black and white; 104 Illustrations, black and white
  • Izdošanas datums: 23-Jan-2025
  • Izdevniecība: CRC Press
  • ISBN-10: 1032532564
  • ISBN-13: 9781032532561
Citas grāmatas par šo tēmu:
Game AI Uncovered: Volume Three continues the series with another collection of chapters from 18 of the top game AI professionals and researchers, from around the world. Each chapter includes wisdom, ideas, tips, and tricks that were used in the development of video games.

The techniques discussed in these pages cover the underlying development of a wide array of published titles, including Watch Dogs: Legion, City of Gangsters, Eve: Valkyrie, Firefall, The Persistence, Advance Soccer, Alpha Beta Gunner, and Luna Abyss.

Contained within this volume are insights that cover a host of different areas within game AI, including vehicle AI, simulating social norms, AI spawning fundamentals, pathfinding, creation of characters using components, animationdriven behaviour, tactical positioning in football, automated testing, abstract pattern matching, and machine learning for games.

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

This volume includes chapters written by Dr Allan Bruce, Anubha Banerjee, Bruno Rebaque, Dale Green, David Wooldridge, Eric S. Le Saux, Greg Irwin, Jason Lok Heng Chin, Johan Holthausen, John Reynolds, Mathias Siemonsmeier, Michele Condņ, Dr Nic Melder, Paul Roberts, Phil Carlisle, Richard Bull, Robert Zubek, and Tobias Karlsson.
Chapter 1 The Vehicle AI of Watch Dogs: Legion: Building a Unified
Vehicle AI System for Traffic and HighSpeed Chases

Dr Nic Melder

Chapter 2 Navigating through a Traffic Intersection: How to Avoid Traffic
Chaos When Jumping a Red Light

Dr Nic Melder

Chapter 3 Building the Tools for Building a City: SemiProcedural Tools for
the Creation of the City Road Network System of Watch Dogs: Legion

Dr Nic Melder

Chapter 4 Implementing a Simple 3D Waypoint Grid for Efficient Pathfinding in
Eve: Valkyrie

Dr Allan Bruce

Chapter 5 NGram for Any Direction Prediction in VR

Michele Condņ

Chapter 6 Creating Characters Using Components

John Reynolds

Chapter 7 Making AI Play Ball: Building and Testing Football AI

Anubha Banerjee and Greg Irwin

Chapter 8 Tactical Positioning in the Game of Football

Anubha Banerjee and Greg Irwin

Chapter 9 Automated Testing for All Developers: How Easy Access Can Make Your
Dev Process More Efficient

Matthias Siemonsmeier

Chapter 10 Abstract Pattern Matching for Strategic Play

Richard Bull

Chapter 11 AnimationDriven Behaviour

Johan Holthausen

Chapter 12 JPDRS: JumpPoint Directed Recursion Search

Paul Roberts

Chapter 13 Machine Learning for Games at Scale

Phil Carlisle

Chapter 14 Behaviour Engine and Language: A Heterogeneous State Machine
System

Eric S. Le Saux

Chapter 15 AI Spawning Fundamentals: A General Guide to Spawning AI Agents in
Games

Bruno Rebaque

Chapter 16 Character Utility Behaviour Graph

David Wooldridge

Chapter 17 Quarterback AI

Paul Roberts

Chapter 18 Touchdown! AI Scenarios within American Football

Paul Roberts

Chapter 19 Creature Navigation in the Air and on the Ground

Jason Lok Heng Chin

Chapter 20 Debug Identifying and Presenting Useful Information

Dale Green

Chapter 21 Not All AIs Are Made the Same

Tobias Karlsson

Chapter 22 Simulation of Social Norms in City of Gangsters

Robert Zubek
Paul Roberts is the technical director of the independent game studio Grinning Cat. Prior to this he worked in a variety of Principal / Lead AI Programmer roles for a range of studios in the UK including Sumo Digital, Team17, Travellers Tales, Activision, and some smaller indie studios. For several years Paul also led the Games Programming department at Staffordshire University, where he taught Game AI and programming principles. He has a Masters degree in Computer Science with Artificial Intelligence, which focused on pathfinding, the development of the DRS algorithm and ways to test the believability of generated paths. 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 and is also the editor for this Game AI Uncovered series.