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Game AI Uncovered: Volume Two [Pehme köide]

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  • Formaat: Paperback / softback, 210 pages, kõrgus x laius: 234x156 mm, kaal: 453 g, 12 Tables, black and white; 59 Line drawings, black and white; 27 Halftones, black and white; 86 Illustrations, black and white
  • Ilmumisaeg: 04-Jun-2024
  • Kirjastus: CRC Press
  • ISBN-10: 1032343176
  • ISBN-13: 9781032343174
  • Formaat: Paperback / softback, 210 pages, kõrgus x laius: 234x156 mm, kaal: 453 g, 12 Tables, black and white; 59 Line drawings, black and white; 27 Halftones, black and white; 86 Illustrations, black and white
  • Ilmumisaeg: 04-Jun-2024
  • Kirjastus: CRC Press
  • ISBN-10: 1032343176
  • ISBN-13: 9781032343174
Game AI Uncovered: Volume Two continues the series with the collected wisdom, ideas, tricks and cuttingedge techniques from 22 of the top game AI professionals and researchers from around the world.

The techniques discussed in these pages cover the underlying development of a wide array of published titles, including The Survivalists, Wheelman, Plants vs. Zombies: Battle for Neighborville, Dead Space, Zombie Army 4, Evil Genius 2, Sniper Elite 5, Sonic & AllStars Racing Transformed, DiRT: Showdown, and more.

Contained within this volume are overviews and insights covering a host of different areas within game AI, including generalised planners, player imitation, awareness, dynamic behaviour trees, decisionmaking architectures, agent learning for automated playthroughs, utility systems, machine learning for cinematography, directed acyclic graphs, environment steering, difficulty scenarios, environmental cues through voxels, automated testing approaches, dumbing down your AI, synchronized path following, and much more.

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 volume includes chapters written by Nuno Vicente Barreto, Steve Bilton, Andy Brown, Dr Allan Bruce, Richard Bull, Phil Carlisle, Sarah Cook, Michele Condò, Steven Dalton, Rodolfo Fava, Jonas Gillberg, Dominik Gotojuch, Dale Green, Tobias Karlsson, Jonathan Keslake, Fernando Penousal Machado, Ivan Mateev, Dr Nic Melder, Dr Bram Ridder, Paul Roberts, Licínio Roque, and Andrea Schiel.
1.Low Bandwidth, Synchronised Path Following in Team17s The
Survivalists. 2.Going Stateless: An Evolution of Behaviour Trees in Team17s
The Survivalists and Beyon. 3.Monkey Business: NPC Player Imitation in
Team17s The Survivalists. 4.Dynamic Behaviour Trees: Building for
Scalability. 5.Building a Buddy: Choosing the Right Brain. 6.Making Up Your
AIs Mind: Decision-Making Architectures. 7.High Speed Vehicle Driving in
Wheelman. 8.AI Awareness in Sports Games. 9.Crafting the Illusion: Difficulty
Scenarios. 10.Towards Controlled Design of Learning Agents for Automated
Video Game Playing. 11.Utility Systems for High-Level Group Management.
12.Machine Learning Based Automated Cinematography for Games. 13.Directed
Acyclic Graphs for Fun and Profit. 14.Navigating Broken Data. 15.Environment
Steering. 16.Using Voxels for Environmental Cues. 17.The Creature
Believability Scale. 18.Automated Testing Using AI Planning. 19.Dumbing Down
AI - The Art of Making Intelligence Stupid. 20.Race Director. 21.SB-GOAP:
Self-Balanced Goal Oriented Action Planner. 22.Generalised AI Planners.
23.Unleashing Mayhem: The Demolition Derby Game Modes of DiRT: Showdown.
Paul Roberts is the technical director of the independent game studio Grinning Cat. Prior to this he 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. For several years Paul also led the Games Programming department at Staffordshire University, where he taught Game AI and programming principles. He has a Masters degree 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 has written a number of books, some fiction, others academic, the latest of which is Artificial Intelligence in Games published by CRC Press in 2022 and is also the editor for this Game AI Uncovered series.