Game AI Pro 2: Collected Wisdom of Game AI Professionals

Author:   Steven Rabin
Publisher:   Taylor & Francis Ebooks
ISBN:  

9781482254808


Pages:   577
Publication Date:   15 April 2015
Format:   Electronic book text
Availability:   Available To Order   Availability explained
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Game AI Pro 2: Collected Wisdom of Game AI Professionals


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Overview

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 community of developers and researchers who have devoted themselves to game AI. In this book, 47 expert developers and researchers have come together to bring you their newest advances in game AI, along with twists on proven techniques that have shipped in some of the most successful commercial games of the last few years. The book provides a toolbox of proven techniques that can be applied to many common and not-so-common situations. It is written to be accessible to a broad range of readers. Beginners will find good general coverage of game AI techniques and a number of comprehensive overviews, while intermediate to expert professional game developers will find focused, deeply technical chapters on specific topics of interest to them. * Covers a wide range of AI in games, with topics applicable to almost any game * Touches on most, if not all, of the topics necessary to get started in game AI * Provides real-life case studies of game AI in published commercial games * Gives in-depth, technical solutions from some of the industry's best-known games * Includes downloadable demos and/or source code, available at http://www.gameaipro.com

Full Product Details

Author:   Steven Rabin
Publisher:   Taylor & Francis Ebooks
Imprint:   CRC Press Inc
ISBN:  

9781482254808


ISBN 10:   1482254808
Pages:   577
Publication Date:   15 April 2015
Audience:   General/trade ,  College/higher education ,  Professional and scholarly ,  General ,  Tertiary & Higher Education
Format:   Electronic book text
Publisher's Status:   Active
Availability:   Available To Order   Availability explained
We have confirmation that this item is in stock with the supplier. It will be ordered in for you and dispatched immediately.

Table of Contents

General Wisdom Game AI Appreciation, Revisited; Mike Lewis and Kevin Dill Combat Dialogue in FEAR: The Illusion of Communication; Jeff Orkin Dual-Utility Reasoning; Kevin Dill Vision Zones and Object Identification Certainty; Steve Rabin Agent Reaction Time: How Fast Should an AI React?; Steve Rabin Preventing Animation Twinning Using a Simple Blackboard; Michael Dawe Architecture Possibility Maps for Opportunistic AI and Believable Worlds; John Manslow Production Rules Implementation in 1849; Robert Zubek Production Systems: New Techniques in AAA Games; Andrea Schiel Building a Risk-Free Environment to Enhance Prototyping: Hinted-Execution Behavior Trees; Sergio Ocio Barriales Smart Zones to Create the Ambience of Life; Etienne de Sevin, Caroline Chopinaud, and Cloderic Mars Separation of Concerns Architecture for AI and Animation; Bobby Anguelov Optimizing Practical Planning for Game AI; Eric Jacopin Movement And Pathfinding JPS+: An Extreme A* Speed Optimization for Static Uniform Cost Grids; Steve Rabin and Fernando Silva Subgoal Graphs for Fast Optimal Pathfinding; Tansel Uras and Sven Koenig Theta* for Any-Angle Pathfinding; Alex Nash and Sven Koenig Advanced Techniques for Robust, Efficient Crowds; Graham Pentheny Context Steering: Behavior-Driven Steering at the Macro Scale; Andrew Fray Guide to Anticipatory Collision Avoidance; Stephen J. Guy and Ioannis Karamouzas Hierarchical Architecture for Group Navigation Behaviors; Cloderic Mars and Jeremy Chanut Dynamic Obstacle Navigation in Fuse; Jan Muller Applied Search Techniques Introduction to Search for Games; Nathan R. Sturtevant Personality Reinforced Search for Mobile Strategy Games; Miguel A. Nieves Interest Search: A Faster Minimax; Jeff Rollason Monte Carlo Tree Search and Related Algorithms for Games; Nathan R. Sturtevant Rolling Your Own Finite-Domain Constraint Solver; Leif Foged and Ian Horswill Tactics, Strategy, and Spatial Awareness Looking for Trouble: Making NPCs Search Realistically; Rich Welsh Modeling Perception and Awareness in Tom Clancy's Splinter Cell Blacklist; Martin Walsh Escaping the Grid: Infinite-Resolution Influence Mapping; Mike Lewis Modular Tactical Influence Maps; Dave Mark Spatial Reasoning for Strategic Decision Making; Kevin Dill Extending the Spatial Coverage of a Voxel-Based Navigation Mesh; Kevin A. Kirst Character Behavior Infected AI in The Last of Us; Mark Botta Human Enemy AI in The Last of Us; Travis McIntosh Ellie: Buddy AI in The Last of Us; Max Dyckhoff Realizing NPCs: Animation and Behavior Control for Believable Characters; Jeet Shroff Using Queues to Model a Merchant's Inventory; John Manslow Psychologically Plausible Methods for Character Behavior Design; Phil Carlisle Analytics, Content Generation, and Experience Management Analytics-Based AI Techniques for a Better Gaming Experience; Truong-Huy D. Nguyen, Zhengxing Chen, and Magy Seif El-Nasr Procedural Content Generation: An Overview; Gillian Smith Simulation Principles from Dwarf Fortress; Tarn Adams Techniques for AI-Driven Experience Management in Interactive Narratives; Vadim Bulitko, Greg Lee, Sergio Poo Hernandez, Alejandro Ramirez, and David Thue Index

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Author Information

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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