Game AI Pro 2: Collected Wisdom of Game AI ProfessionalsSteven 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 |
目次
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 |
他の版 - すべて表示
多く使われている語句
action agent algorithm allows animation approach Artificial Intelligence attack behavior blend breadth-first search buddy cells character collision avoidance combat complex congestion map constraints create decision direct-h-reachable direction distance Dwarf Fortress edges enemy entity environment evaluation example function game designers Game Developers Game Developers Conference Game Programming gameplay goal grid heuristic implementation Infected influence map influence sources interact interest jump points k-d tree Left 4 Dead Living Scene match motion move movement navmesh node optimization ORCA parameters path planning pathfinding play player player’s position possibility map problem propagation pseudocode query queue raycast region result role rules runtime selection Shogi shortest path shown in Figure simple simulation Smart Zone solution space speed Splinter Cell strategy subgoals target techniques template Theta tion tree triangle UCB1 update variables velocity vertex visibility graphs voxels