Buch, Englisch, 224 Seiten, Format (B × H): 156 mm x 234 mm
Decision-Making
Buch, Englisch, 224 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 cover 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, Watch Dogs: Legion, amongst others.
Contained within these pages are overviews and insights covering a host of different decision-making techniques, including different approaches to planning, reactionary systems, evolutions to 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 your 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
Fachgebiete
Weitere Infos & Material
Introduction
1. Follow Through: Ara: History Untold’s Long-Term Planning System
2. Making Up Your AI’s Mind: Decision-Making Architectures
3. Going Stateless: An Evolution of Behaviour Trees in Team17’s The Survivalists and Beyond
4. Dynamic Behaviour Trees: Building for Scalability
5. Stable Reaction Systems
6. Reactive Behaviour Trees
7. Behaviour Engine and Language: A Heterogeneous State Machine System
8. Infinite Axis Utility System and Hierarchical State Machines
9. Simplifying Utility AI Through Predefined Utility Curves
10. Possibilistic Logic in Games
11. Generalised AI Planners
12. Automated Testing Using AI Planning
13. SB-GOAP: Self-Balanced Goal Oriented Action Planner
14. Bringing Ambient Animals to Life in Psychonauts 2
15. Predicting When and Where to Intercept Players in Hood: Outlaws and Legends
16. Getting Caught Off Guard: Situational Awareness in The Escapists 2
17. Tactical Positioning Through Environmental Analysis
18. Navigating Through a Traffic Intersection: How to Avoid Traffic Chaos When Jumping a Red Light
19. Towards Controlled Design of Learning Agents for Automated Video Game Playing
20. Teaching AI Agents to Lie at Social Deduction Games




