Game AI Pro 3: Collected Wisdom of Game AI Professionals
- Length: 540 pages
- Edition: 1
- Language: English
- Publisher: A K Peters/CRC Press
- Publication Date: 2017-06-22
- ISBN-10: 1498742580
- ISBN-13: 9781498742580
- Sales Rank: #763224 (See Top 100 Books)
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 in game AI. These techniques can be applied to almost any game and include topics such as behavior trees, utility theory, path planning, character behavior, and tactical reasoning.
Table of Contents
Section I General Wisdom
Chapter 1 The Illusion Of Intelligence
Chapter 2 Creating The Past, Present, And Future With Random Walks
Chapter 3 Logging Visualization In Final Fantasy Xv
Chapter 4 What You See Is Not What You Get: Player Perception Of Ai Opponents
Chapter 5 Six Factory System Tricks For Extensibility And Library Reuse
Chapter 6 Debugging Ai With Instant In-Game Scrubbing
Chapter 7 But, It Worked On My Machine! How To Build Robust Ai For Your Game
Section II Architecture
Chapter 8 Modular Ai
Chapter 9 Overcoming Pitfalls In Behavior Tree Design
Chapter 10 From Behavior To Animation: A Reactive Ai Architecture For Networked First-Person Shooter Games
Chapter 11 A Character Decision-Making System For Final Fantasy Xv By Combining Behavior Trees And State Machines
Chapter 12 A Reusable, Light-Weight Finite-State Machine
Chapter 13 Choosing Effective Utility-Based Considerations
Chapter 14 Combining Scripted Behavior With Game Tree Search For Stronger, More Robust Game Ai
Section III Movement and Pathfinding
Chapter 15 Steering Against Complex Vehicles In Assassin’S Creed Syndicate
Chapter 16 Predictive Animation Control Using Simulations And Fitted Models
Chapter 17 Fast Cars, Big City: The Ai Of Driver San Francisco
Chapter 18 A Unified Theory Of Locomotion
Chapter 19 Rvo And Orca: How They Really Work
Chapter 20 Optimization For Smooth Paths
Chapter 21 3D Flight Navigation Using Sparse Voxel Octrees
Chapter 22 Faster A* With Goal Bounding
Chapter 23 Faster Dijkstra Search On Uniform Cost Grids
Section IV Tactics and Strategy
Chapter 24 Being Where It Counts: Telling Paragon Bots Where To Go
Chapter 25 Combat Outcome Prediction For Real-Time Strategy Games
Chapter 26 Guide To Effective Auto-Generated Spatial Queries
Chapter 27 The Role Of Time In Spatio-Temporal Reasoning: Three Examples From Tower Defense
Chapter 28 Pitfalls And Solutions When Using Monte Carlo Tree Search For Strategy And Tactical Games
Chapter 29 Petri Nets And Ai Arbitration
Chapter 30 Hierarchical Portfolio Search In Prismata
Section V Character Behavior
Chapter 31 Behavior Decision System: Dragon Age Inquisition’S Utility Scoring Architecture
Chapter 32 Paragon Bots: A Bag Of Tricks
Chapter 33 Using Your Combat Ai Accuracy To Balance Difficulty
Chapter 34 1000 Npcs At 60 Fps
Chapter 35 Ambient Interactions: Improving Believability By Leveraging Rule-Based Ai
Chapter 36 Stochastic Grammars: Not Just For Words!
Chapter 37 Simulating Character Knowledge Phenomena In Talk Of The Town
Section VI Odds and Ends
Chapter 38 Procedural Level And Story Generation Using Tag-Based Content Selection
Chapter 39 Recommendation Systems In Games
Chapter 40 Vintage Random Number Generators
Chapter 41 Leveraging Plausibility Orderings To Achieve Extremely Efficient Data Compression
Chapter 42 Building Custom Static Checkers Using Declarative Programming