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E-raamat: Game AI Uncovered: Volume Four

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  • Formaat: PDF+DRM
  • Ilmumisaeg: 04-Feb-2026
  • Kirjastus: CRC Press
  • Keel: eng
  • ISBN-13: 9781040518427
  • Formaat - PDF+DRM
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  • Formaat: PDF+DRM
  • Ilmumisaeg: 04-Feb-2026
  • Kirjastus: CRC Press
  • Keel: eng
  • ISBN-13: 9781040518427

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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.
Chapter 1 Blood, Sweat, and Tiers: Driving Unique NPC Boxer Behaviour

Using Tiered Strategies in Steel City Interactives Undisputed

Steven Dalton

Chapter 2 Under the Influence: Using Influence Maps to Drive Referee

Positioning in Steel City Interactives 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 RealTime 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 Beginners 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 Reborns Enemies

Dr Nuno Vicente Barreto

Chapter 21 Stable Reaction Systems

Andrea Schiel
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 setup 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.