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Roberts

Game AI Uncovered

Volume Three

Medium: Buch
ISBN: 978-1-032-53257-8
Verlag: Taylor & Francis Ltd
Erscheinungstermin: 23.01.2025
vorbestellbar, Erscheinungstermin ca. Januar 2025
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, Luna Abyss, and more.

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, animation driven behaviour, tactical positioning in football, automated testing, abstract pattern matching, machine learning for games, and much 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 their own games but will spark ideas for new approaches.

This volume includes chapters written by Dr Allan Bruce, Anuhba Baberjee, Bruno Rebaque, Dale Green, David Wooldridge, Eric S. Le Saux, Greg Irwin, Jason Lok Heng Chin, Johan Holthausen, John Reynolds, Mathias Siemonsmeier, Michele Condò, Dr Nic Melder, Paul Roberts, Phil Carlisle, Richard Bull, Robert Zubek, and Tobias Karlsson.

Produkteigenschaften


  • Artikelnummer: 9781032532578
  • Medium: Buch
  • ISBN: 978-1-032-53257-8
  • Verlag: Taylor & Francis Ltd
  • Erscheinungstermin: 23.01.2025
  • Sprache(n): Englisch
  • Auflage: 1. Auflage 2025
  • Produktform: Gebunden
  • Seiten: 240
  • Format (B x H): 156 x 234 mm
  • Ausgabetyp: Kein, Unbekannt

Autoren/Hrsg.

Herausgeber

Roberts, Paul

Chapter 1. The Vehicle AI of Watch Dogs: Legion: Building a Unified Vehicle AI System for Traffic and High-Speed Chases. Chapter 2. Navigating Through a Traffic Intersection: How to Avoid Traffic Chaos When Jumping a Red Light. Chapter  3. Building the Tools for Building a City: Semi-Procedural Tools for The Creation of The City Road Network System of Watch Dogs: Legion. Chapter 4 Implementing a Simple 3D Waypoint Grid for Efficient Pathfinding in Eve: Valkyrie. Chapter 5 N-Gram for Any Direction Prediction in VR. Chapter 6. Creating Characters Using Components. Chapter 7. Making AI Play Ball: Building and Testing Football AI. chapter 8 Tactical Positioning in the Game of Footbal. Chapter 9  Automated Testing for All Developers: How Easy Access Can Make Your Dev Process More Efficient. Chapter 10. Abstract Pattern Matching for Strategic Play. Chapter 11. Animation Driven Behaviour. Chapter 12. JP-DRS: Jump-Point Directed Recursion Search. Chapter 13. Machine Learning for Games at Scale. Chapter 14. Behaviour Engine and Language: A Heterogeneous State Machine System. Chapter 15. AI Spawning Fundamentals: A General Guide to Spawning AI Agents in Games. Chapter 16. Character Utility Behaviour Graph. Chapter 17. Quarterback AI. Chapter 18. Touchdown! AI Scenarios within American Football. Chapter 19. Creature Navigation in the Air and on the Ground. Chapter 20. Debug – Identifying and Presenting Useful Information. Chapter 21. Not All AIs Are Made the Same. Chapter 22. Simulation of Social Norms in City of Gangsters