Game AI Uncovered: Volume Two

Author:   Paul Roberts
Publisher:   Taylor & Francis Ltd
ISBN:  

9781032347295


Pages:   210
Publication Date:   04 June 2024
Format:   Hardback
Availability:   Not yet available   Availability explained
This item is yet to be released. You can pre-order this item and we will dispatch it to you upon its release.

Our Price $252.00 Quantity:  
Pre-Order

Share |

Game AI Uncovered: Volume Two


Add your own review!

Overview

Game AI Uncovered: Volume Two continues the series with the collected wisdom, ideas, tricks and cutting‑edge 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 & All‑Stars 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, decision‑making 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.

Full Product Details

Author:   Paul Roberts
Publisher:   Taylor & Francis Ltd
Imprint:   CRC Press
Weight:   0.580kg
ISBN:  

9781032347295


ISBN 10:   1032347295
Pages:   210
Publication Date:   04 June 2024
Audience:   Professional and scholarly ,  Professional & Vocational
Format:   Hardback
Publisher's Status:   Forthcoming
Availability:   Not yet available   Availability explained
This item is yet to be released. You can pre-order this item and we will dispatch it to you upon its release.

Table of Contents

1.Low Bandwidth, Synchronised Path Following in Team17’s The Survivalists. 2.Going Stateless: An Evolution of Behaviour Trees in Team17’s The Survivalists and Beyon. 3.Monkey Business: NPC Player Imitation in Team17’s The Survivalists. 4.Dynamic Behaviour Trees: Building for Scalability. 5.Building a Buddy: Choosing the Right Brain. 6.Making Up Your AI’s 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.

Reviews

Author Information

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, Traveller’s 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 Master’s 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.

Tab Content 6

Author Website:  

Customer Reviews

Recent Reviews

No review item found!

Add your own review!

Countries Available

All regions
Latest Reading Guide

wl

Shopping Cart
Your cart is empty
Shopping cart
Mailing List