Buch, Englisch, 270 Seiten, Format (B × H): 156 mm x 234 mm
Volume Four
Buch, Englisch, 270 Seiten, Format (B × H): 156 mm x 234 mm
ISBN: 978-1-032-82493-2
Verlag: Taylor & Francis Ltd
Game AI Uncovered: Volume Four continues the series with another collection of chapters from twenty 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 Undisputed, Dirt, Grid, Wherewolf, Psychonauts 2, and Hawken Reborn.
Contained within this volume are insights that cover a host of different areas within game AI, including influence maps, possibilistic logic, utility AI, director AI, natural movement, stable reaction systems, believable villager NPCs, procedural generation of dungeons, crowd movement and flow fields, cooperative planners, combat pacing, the corridor map method, and boss AI.
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 Nuno Vicente Barreto, Steven Dalton, Matt Eland, David Guzman, Tobias Karlsson, Vincent Breton Kochanowski, Slavomir Krbyla, Dr Nic Melder, Alessia Nigretti, Víctor Portabella, Baptiste Rimetz, Shaun Reeves, Paul Roberts, Mateo Saldivar, Andrea Schiel, Dr Tommy Thompson, Marc Vassallicci, Rebecca Vessal, Braeden Warnick, and Yannick Richeux.
Zielgruppe
Professional Practice & Development
Autoren/Hrsg.
Fachgebiete
Weitere Infos & Material
Chapter 1 Blood, Sweat, and Tiers: Driving Unique NPC Boxer Behaviour
Using Tiered Strategies in Steel City Interactive’s Undisputed
Steven Dalton
Chapter 2 Under the Influence: Using Influence Maps to Drive Referee
Positioning in Steel City Interactive’s Undisputed
Steven Dalton
Chapter 3 Procedural Generation of Dungeons
Shaun Reeves
Chapter 4 Possibilistic Logic in Games
Braeden Warnick
Chapter 5 Teaching AI Agents to Lie at Social Deduction Games
Matt Eland
Chapter 6 Cooperative Planners in Real-Time Strategy Games
Baptiste Rimetz
Chapter 7 Simplifying Utility AI through Predefined Utility Curves
Mateo Saldivar
Chapter 8 Flow Fields: Beyond a Single Target
Paul Roberts
Chapter 9 NPCs that Feel Alive: Achieving Variety and Complexity
with Limited Resources
Alessia Nigretti
Chapter 10 An Analysis of Rapid Iteration vs Prototyping for Building AI Systems
David Guzman
Chapter 11 The Corridor Map Method – A Different Approach
to Pathfinding
Tobias Karlsson
Chapter 12 AI Director Pitfalls and How to Climb Out of Them
Yannick Richeux
Chapter 13 Artificial Idiocy in Racing: The Mistake System of Codemasters’ Dirt and Grid
Dr Nic Melder
Chapter 14 A Beginner’s Guide to AI Character Design
Dr Tommy Thompson
Chapter 15 Systemic vs Scripted
Vincent Breton Kochanowski
Chapter 16 Beyond Basic Pathfinding: Natural NPC Movement
Marc Vassallucci
Chapter 17 Crafting Epic Boss Fights in Psychonauts 2
Rebecca (Beca) Vessal
Chapter 18 The Lurker: A Monster That Can Walk Upside Down
Víctor Portabella
Chapter 19 Using Roles to Control Combat Pacing
Slavomir Krbyla
Chapter 20 The Many Perils of Illal: Behind the Combat AI Architecture of Hawken Reborn’s Enemies
Dr Nuno Vicente Barreto
Chapter 21 Stable Reaction Systems
Andrea Schiel




