Buch, Englisch, 226 Seiten, Format (B × H): 156 mm x 234 mm
Decision-Making
Buch, Englisch, 226 Seiten, Format (B × H): 156 mm x 234 mm
ISBN: 978-1-041-30609-2
Verlag: Taylor & Francis Ltd
Paul Roberts’ Game AI Uncovered Focus: Decision-Making brings together twenty chapters from the first five volumes of the Game AI Uncovered series into a handy single volume that focuses on the many different aspects of decision-making in game development.
The techniques covered in these pages include the underlying development of a wide array of published titles, including Ara: History Untold, The Survivalists, Firefall, Zombie Army 4: Dead War, Evil Genius 2: World Domination, Sniper Elite 5, Psychonauts 2, The Escapists 2, and Watch Dogs: Legion. Contained within these pages are overviews and insights covering a host of different decision-making techniques, including different approaches to planning, reactionary systems, evolutions of traditional behaviour trees, infinite-axis utility systems, automated testing, situational awareness, tactical positioning, and traffic navigation. 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 also spark ideas for new approaches.
This anthology includes chapters written by Eric Alzheimer, Dr Allan Bruce, William Smith Chambers, Michele Condò, Steven Dalton, Matt Eland, Michele Ermacora, Dr Dominik Gotojuch, Tobias Karlsson, Jonathan Keslake, Eric S. Le Saux, Dr Nic Melder, Dr Bram Ridder, Paul Roberts, David Rogers, Mateo Saldivar, Andrea Schiel, Rebecca Vessal, Braeden Warnick, and David Wooldridge.
Zielgruppe
Professional Practice & Development and Undergraduate Advanced
Autoren/Hrsg.
Fachgebiete
Weitere Infos & Material
Chapter 1 Follow Through: Ara: History Untold’s Long-Term Planning System
Chapter 2 Making Up Your AI’s Mind: Decision-Making Architectures
Chapter 3 Going Stateless: An Evolution of Behaviour Trees in Team17’s The Survivalists and Beyond
Chapter 4 Dynamic Behaviour Trees: Building for Scalability
Chapter 5 Stable Reaction Systems
Chapter 6 Reactive Behaviour Trees
Chapter 7 Behaviour Engine and Language: A Heterogeneous State Machine System
Chapter 8 Infinite Axis Utility System and Hierarchical State Machines
Chapter 9 Simplifying Utility AI Through Predefined Utility Curves
Chapter 10 Possibilistic Logic in Games
Chapter 11 Generalised AI Planners
Chapter 12 Automated Testing Using AI Planning
Chapter 13 SB-GOAP: Self-Balanced Goal Oriented Action Planner
Chapter 14 Bringing Ambient Animals to Life in Psychonauts 2
Chapter 15 Predicting When and Where to Intercept Players in Hood: Outlaws and Legends
Chapter 16 Getting Caught Off Guard: Situational Awareness in The Escapists 2
Chapter 17 Tactical Positioning Through Environmental Analysis
Chapter 18 Navigating Through a Traffic Intersection: How to Avoid Traffic Chaos When Jumping a Red Light
Chapter 19 Towards Controlled Design of Learning Agents for Automated Video Game Playing
Chapter 20 Teaching AI Agents to Lie at Social Deduction Games




