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E-raamat: Game AI Uncovered: Volume Five

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  • Formaat: PDF+DRM
  • Ilmumisaeg: 21-May-2026
  • Kirjastus: CRC Press
  • Keel: eng
  • ISBN-13: 9781040556887
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  • Formaat: PDF+DRM
  • Ilmumisaeg: 21-May-2026
  • Kirjastus: CRC Press
  • Keel: eng
  • ISBN-13: 9781040556887

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Game AI Uncovered: Volume Five continues the series with another collection of chapters from twentythree 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 Lords of the Fallen, Assassins Creed Nexus, Soccer Kids, Luna Abyss, Race Driver: Grid, Speedball, Dirt, Psychonauts 2, F1, and Ara: History Untold.

Contained within this volume are insights that cover a host of different areas within game AI, including longterm planning, AI directors, smart objects, intelligent cover, NPC agitation, utility AI, dynamic enemy behaviour, levelofdetail AI, creating clean navigation data, driver assists, animal behaviours, boss behaviours, recast navigation, utility AI, vector fields, Monte Carlo tree search, and pathfinding. Beginners in the field 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 Eric Alzheimer, Dr. Vicky Bloom, Andy Brown, William Chambers, Laurent Couvidou, Philip Dunstan, Matt Eland, Dr. Dominik Gotojuch, David Guzman, Slavomir Krbyla, Carl Viktor Benjamin Lundström, Dr. Nic Melder, David Soler Bartomeu, Sarat Rallabandi, Bruno Rebaque, John Reynolds, Matthew Reynolds, Lisa Ridley, Paul Roberts, Mateo Saldivar, Rafal Tyl, Rebecca Vessal, and James Vickers.
Chapter 1 Handling Navigation in Lords of the Fallen for Multiple Enemy
Sizes

Bruno Rebaque

Chapter 2 Creating Clean Navigation Data in Lords of the Fallen

Bruno Rebaque

Chapter 3 Hack and Slash AI Combat Roles: A Simple Approach to

Dynamic Enemy Behaviour

David Soler Bartomeu

Chapter 4 Agitation System in Assassins Creed Nexus

Lisa Ridley

Chapter 5 Creating Boss Behaviours in Luna Abyss

John Reynolds and Matthew Reynolds

Chapter 6 AI Level of Detail in Multiplayer Games

Laurent Couvidou

Chapter 7 Driver Assists in Racing: Using the Vehicle AI to

Aid the Player

Dr Nic Melder

Chapter 8 AI Showrunner Managing Gameplay Experience with a Hierarchical
Network of AI Directors

Dr Dominik Gotojuch

Chapter 9 Recast Navigation

Andy Brown

Chapter 10 Intelligent Cover

Paul Roberts and James (Jay) Vickers

Chapter 11 HowTo Smart Object

Carl Viktor Benjamin Lundström

Chapter 12 Utility AI and Emergent Gameplay: Transforming Game Worlds

Dr Vicky Bloom

Chapter 13 The Importance of Separation of Concerns in

AI Architecture

David Guzman

Chapter 14 Applications of Vector Fields in AI The Navigation System of
Speedball

Sarat Rallabandi

Chapter 15 Unlocking Doors

Philip Dunstan

Chapter 16 An Architecture for AI Game Masters in Tabletop RPGs

Matt Eland

Chapter 17 Follow Through: Ara: History Untolds LongTerm Planning System

William Smith Chambers and Eric Alzheimer

Chapter 18 Using NavMesh Flood Fill to Speed Up Environment Querying

Slavomir Krbyla

Chapter 19 Using Monte Carlo Tree Search in Soccer Kids

Rafal Tyl

Chapter 20 The LLM Playwright: Managing NPC Dialogue and Behaviour in
RealTime Using Large Language Models

Mateo Saldivar

Chapter 21 Bringing Ambient Animals to Life in Psychonauts 2

Rebecca (Beca) Vessal

Chapter 22 RMA*: Restricted Memory A*

Paul Roberts
Paul Roberts is a Senior Lecturer and Course Lead for BSc (Hons) Computer Games Programming at the University of Staffordshire. Prior to this he was Technical Director at his own independent game studio Grinning Cat. He has worked in a variety of Principal/Lead AI Programmer roles for a range of studios in the UK including Sumo Digital, Team17, Travellers Tales, Activision, and some smaller indie studios. Paul has a Masters by Research in Computer Science (with Artificial Intelligence), which focused on pathfinding, the development of the DRS algorithm and ways to test the believability of generated paths. Paul set up the GameAI Discord channel that has brought together hundreds of game AI professionals, where approaches are shared and ideas are discussed. He has recently started the GameAIUncovered YouTube channel, which explains how different game AI concepts work, has written several books, some fiction, others academic, and is the editor for this Game AI Uncovered series.