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OverviewSteve Rabin’s Game AI Pro 360: Guide to Tactics and Strategy gathers all the cutting-edge information from his previous three Game AI Pro volumes into a convenient single source anthology that covers game AI strategy and tactics. This volume is complete with articles by leading game AI programmers that focus largely on combat decisions made in a wide variety of genres such as RTS, RPG, MOBA, strategy and tower defense games. Key Features Provides real-life case studies of game AI in published commercial games Material by top developers and researchers in Game AI Downloadable demos and/or source code available online Full Product DetailsAuthor: Steve Rabin (Nintendo of America, Redmond, Washington, USA)Publisher: Taylor & Francis Ltd Imprint: CRC Press Weight: 0.460kg ISBN: 9780367150884ISBN 10: 0367150883 Pages: 242 Publication Date: 23 September 2019 Audience: College/higher education , Professional and scholarly , Tertiary & Higher Education , Professional & Vocational Format: Paperback Publisher's Status: Active Availability: In Print This item will be ordered in for you from one of our suppliers. Upon receipt, we will promptly dispatch it out to you. For in store availability, please contact us. Table of ContentsAbout the Editor About the Contributors Introduction 1 Tactical Position Selection: An Architecture and Query Language Matthew Jack 2 Tactical Pathfinding on a NavMesh Daniel Brewer 3 Beyond the Kung-Fu Circle: A Flexible System for Managing NPC Attacks Michael Dawe 4 Hierarchical AI for Multiplayer Bots in Killzone Remco Straatman, Tim Verweij, Alex Champandard, Robert Morcus, and Hylke Kleve 5 Using Neural Networks to Control Agent Threat Response Michael Robbins 6 Looking for Trouble: Making NPCs Search Realistically Rich Welsh 7 Modeling Perception and Awareness in Tom Clancy’s Splinter Cell Blacklist Martin Walsh 8 Escaping the Grid: Infinite-Resolution Influence Mapping Mike Lewis 9 Modular Tactical Influence Maps Dave Mark 10 Spatial Reasoning for Strategic Decision Making Kevin Dill 11 Extending the Spatial Coverage of a Voxel-Based Navigation Mesh Kevin A. Kirst 12 Being Where It Counts: Telling Paragon Bots Where to Go Mieszko Zieliński 13 Combat Outcome Prediction for Real-Time Strategy Games Marius Stanescu, Nicolas A. Barriga, and Michael Buro 14 Guide to Effective Auto-Generated Spatial Queries Eric Johnson 15 The Role of Time in Spatio-Temporal Reasoning: Three Examples from Tower Defense Baylor Wetzel and Kyle Anderson 16 Pitfalls and Solutions When Using Monte Carlo Tree Search for Strategy and Tactical Games Gijs-Jan Roelofs 17 Petri Nets and AI Arbitration Sergio Ocio Barriales 18 Hierarchical Portfolio Search in Prismata David Churchill and Michael BuroReviewsAuthor InformationSteve Rabin has 15 years at Nintendo of America, 4 years at various game developer start-ups, and 7 years of college teaching experience. He has been the invited keynote speaker at several academic AI conferences, founder and summit advisor for the AI Summit at GDC, GDC speaker, and founder/manager of the AI Game Programmers Guild. Tab Content 6Author Website:Countries AvailableAll regions |
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