Game AI Pro 3 Collected Wisdom of Game AI Professionals
Game AI Pro3: Collected Wisdom of Game AI Professionals presents state-of-the-art tips, tricks, and techniques drawn from developers of shipped commercial games as well as some of the best-known academics in the field. This book acts as a toolbox of proven techniques coupled with the newest advances...
Uložené v:
| Hlavný autor: | |
|---|---|
| Médium: | E-kniha |
| Jazyk: | English |
| Vydavateľské údaje: |
Milton
CRC Press
2017
CRC Press LLC |
| Vydanie: | 1 |
| Predmet: | |
| ISBN: | 1498742580, 9781498742580 |
| On-line prístup: | Získať plný text |
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- 27: The Role of Time in Spatio-Temporal Reasoning: Three Examples from Tower Defense -- 28: Pitfalls and Solutions When Using Monte Carlo Tree Search for Strategy and Tactical Games -- 29: Petri Nets and AI Arbitration -- 30: Hierarchical Portfolio Search in Prismata -- Section V: Character Behavior -- 31: Behavior Decision System: Dragon Age Inquisition's Utility Scoring Architecture -- 32: Paragon Bots: A Bag of Tricks -- 33: Using Your Combat AI Accuracy to Balance Difficulty -- 34: 1000 NPCs at 60 FPS -- 35: Ambient Interactions: Improving Believability by Leveraging Rule-Based AI -- 36: Stochastic Grammars: Not Just for Words! -- 37: Simulating Character Knowledge Phenomena in Talk of the Town -- Section VI: Odds and Ends -- 38: Procedural Level and Story Generation Using Tag-Based Content Selection -- 39: Recommendation Systems in Games -- 40: Vintage Random Number Generators -- 41: Leveraging Plausibility Orderings to Achieve Extremely Efficient Data Compression -- 42: Building Custom Static Checkers Using Declarative Programming -- Index
- Cover -- Half Title -- Title Page -- Copyright Page -- Table of Contents -- Preface -- Web Materials -- Acknowledgments -- About the Editors -- Contributors -- Section I: General Wisdom -- 1: The Illusion of Intelligence -- 2: Creating the Past, Present, and Future with Random Walks -- 3: Logging Visualization in FINAL FANTASY XV -- 4: What You See Is Not What You Get: Player Perception of AI Opponents -- 5: Six Factory System Tricks for Extensibility and Library Reuse -- 6: Debugging AI with Instant In-Game Scrubbing -- 7: But, It Worked on My Machine! How to Build Robust AI for Your Game -- Section II: Architecture -- 8: Modular AI -- 9: Overcoming Pitfalls in Behavior Tree Design -- 10: From Behavior to Animation: A Reactive AI Architecture for Networked First-Person Shooter Games -- 11: A Character Decision-Making System for FINAL FANTASY XV by Combining Behavior Trees and State Machines -- 12: A Reusable, Light-Weight Finite-State Machine -- 13: Choosing Effective Utility-Based Considerations -- 14: Combining Scripted Behavior with Game Tree Search for Stronger, More Robust Game AI -- Section III: Movement and Pathfinding -- 15: Steering against Complex Vehicles in Assassin's Creed Syndicate -- 16: Predictive Animation Control Using Simulations and Fitted Models -- 17: Fast Cars, Big City: The AI of Driver San Francisco -- 18: A Unified Theory of Locomotion -- 19: RVO and ORCA: How They Really Work -- 20: Optimization for Smooth Paths -- 21: 3D Flight Navigation Using Sparse Voxel Octrees -- 22: Faster A* with Goal Bounding -- 23: Faster Dijkstra Search on Uniform Cost Grids -- Section IV: Tactics and Strategy -- 24: Being Where It Counts: Telling Paragon Bots Where to Go -- 25: Combat Outcome Prediction for Real-Time Strategy Games -- 26: Guide to Effective Auto-Generated Spatial Queries

