Game AI pro 2 collected wisdom of game AI professionals

Game AI Pro 2: Collected Wisdom of Game AI Professionals presents cutting-edge game artificial intelligence (AI) techniques primarily from game developers of shipped commercial games and, to a minor extent, from academia. Topics covered include AI architectures, steering and path finding, tactics/st...

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Detalles Bibliográficos
Otros Autores: Rabin, Steve, editor (editor)
Formato: Libro electrónico
Idioma:Inglés
Publicado: Boca Raton : CRC Press [2015]
Edición:1st edition
Materias:
Ver en Biblioteca Universitat Ramon Llull:https://discovery.url.edu/permalink/34CSUC_URL/1im36ta/alma991009628670006719
Tabla de Contenidos:
  • Front Cover; Contents; Preface; Acknowledgments; Web Materials; Editors; Contributors; Chapter 1: Game AI Appreciation, Revisited; Chapter 2: Combat Dialogue in FEAR : The Illusion of Communication; Chapter 3: Dual-Utility Reasoning; Chapter 4: Vision Zones and Object Identification Certainty; Chapter 5: Agent Reaction Time : How Fast Should an AI React?; Chapter 6: Preventing Animation Twinning Using a Simple Blackboard; Chapter 7: Possibility Maps for Opportunistic AI and Believable Worlds; Chapter 8: Production Rules Implementation in 1849
  • Chapter 9: Production Systems : New Techniques in AAA GamesChapter 10: Building a Risk-Free Environment to Enhance Prototyping : Hinted-Execution Behavior Trees; Chapter 11: Smart Zones to Create the Ambience of Life; Chapter 12: Separation of Concerns Architecture for AI and Animation; Chapter 13: Optimizing Practical Planning for Game AI; Chapter 14: JPS+ : An Extreme A* Speed Optimization for Static Uniform Cost Grids; Chapter 15: Subgoal Graphs for Fast Optimal Pathfinding; Chapter 16: Theta* for Any-Angle Pathfinding; Chapter 17: Advanced Techniques for Robust, Efficient Crowds
  • Chapter 18: Context Steering : Behavior-Driven Steering at the Macro ScaleChapter 19: Guide to Anticipatory Collision Avoidance; Chapter 20: Hierarchical Architecture for Group Navigation Behaviors; Chapter 21: Dynamic Obstacle Navigation in Fuse; Chapter 22: Introduction to Search for Games; Chapter 23: Personality Reinforced Search for Mobile Strategy Games; Chapter 24: Interest Search : A Faster Minimax; Chapter 25: Monte Carlo Tree Search and Related Algorithms for Games; Chapter 26: Rolling Your Own Finite-Domain Constraint Solver
  • Chapter 27: Looking for Trouble : Making NPCs Search RealisticallyChapter 28: Modeling Perception and Awareness in Tom Clancy's Splinter Cell Blacklist; Chapter 29: Escaping the Grid : Infinite-Resolution Influence Mapping; Chapter 30: Modular Tactical Influence Maps; Chapter 31: Spatial Reasoning for Strategic Decision Making; Chapter 32: Extending the Spatial Coverage of a Voxel-Based Navigation Mesh; Chapter 33: Infected AI in The Last of Us; Chapter 34: Human Enemy AI in The Last of Us; Chapter 35: Ellie: Buddy AI in The Last of Us
  • Chapter 36: Realizing NPCs : Animation and Behavior Control for Believable CharactersChapter 37: Using Queues to Model a Merchant's Inventory; Chapter 38: Psychologically Plausible Methods for Character Behavior Design; Chapter 39: Analytics-Based AI Techniques for a Better Gaming Experience; Chapter 40: Procedural Content Generation : An Overview; Chapter 41: Simulation Principles from Dwarf Fortress; Chapter 42: Techniques for AI-Driven Experience Management in Interactive Narratives; Back Cover