Game AI Pro 2: Collected Wisdom of Game AI Professionals

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Steven Rabin
CRC Press, 2015/04/17 - 577 ページ
Game AI Pro2: Collected Wisdom of Game AI Professionals presents cutting-edge tips, tricks, and techniques for artificial intelligence (AI) in games, drawn from developers of shipped commercial games as well as some of the best-known academics in the field. It contains knowledge, advice, hard-earned wisdom, and insights gathered from across the com
 

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目次

Game AI Appreciation Revisited
3
Combat Dialogue in FEAR The Illusion of Communication
19
DualUtility Reasoning
23
Vision Zones and Object Identification Certainty
27
Agent Reaction Time How Fast Should an AI React?
31
Preventing Animation Twinning Using a Simple Blackboard
35
Possibility Maps for Opportunistic AI and Believable Worlds
41
Production Rules Implementation in 1849
49
Personality Reinforced Search for Mobile Strategy Games
243
Interest Search A Faster Minimax
255
Monte Carlo Tree Search and Related Algorithms for Games
265
Rolling Your Own FiniteDomain Constraint Solver
283
Looking for Trouble Making NPCs Search Realistically
305
Modeling Perception and Awareness in Tom Clancys Splinter Cell Blacklist
313
Escaping the Grid InfiniteResolution Influence Mapping
327
Modular Tactical Influence Maps
343

Production Systems New Techniques in AAA Games
59
Building a RiskFree Environment to Enhance Prototyping HintedExecution Behavior Trees
69
Smart Zones to Create the Ambience of Life
89
Separation of Concerns Architecture for AI and Animation
101
Optimizing Practical Planning for Game AI
117
JPS+ An Extreme A Speed Optimization for Static Uniform Cost Grids
131
Subgoal Graphs for Fast Optimal Pathfinding
145
Theta for AnyAngle Pathfinding
161
Advanced Techniques for Robust Efficient Crowds
173
Context Steering BehaviorDriven Steering at the Macro Scale
183
Guide to Anticipatory Collision Avoidance
195
Hierarchical Architecture for Group Navigation Behaviors
209
Dynamic Obstacle Navigation in Fuse
225
Introduction to Search for Games
237
Spatial Reasoning for Strategic Decision Making
365
Extending the Spatial Coverage of a VoxelBased Navigation Mesh
389
Infected AI in The Last of Us
407
Human Enemy AI in The Last of Us
419
Ellie Buddy AI in The Last of Us
431
Realizing NPCs Animation and Behavior Control for Believable Characters
443
Using Queues to Model a Merchants Inventory
463
Psychologically Plausible Methods for Character Behavior Design
471
AnalyticsBased AI Techniques for a Better Gaming Experience
481
Procedural Content Generation An Overview
501
Simulation Principles from Dwarf Fortress
519
Techniques for AIDriven Experience Management in Interactive Narratives
523
Back Cover
535
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著者について (2015)

Steve Rabin has been a key figure in the game AI community for over a decade and is currently a principal software engineer at Nintendo of America. After initially working as an AI engineer at several Seattle start-ups, he managed and edited seven game AI books in the Game AI Pro series and the AI Game Programming Wisdom series. He also edited the book Introduction to Game Development and has over two dozen articles published in the Game Programming Gems series. He has been an invited keynote speaker at several AI conferences, founded the AI Game Programmers Guild in 2008, and founded the Game Developers Conference (GDC) AI Summit, where he has been a summit adviser since 2009. Steve is a principal lecturer at the DigiPen Institute of Technology, where he has taught game AI since 2006. He earned a BSc in computer engineering and an MS in computer science, both from the University of Washington.

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