Game AI Uncovered
eBook - ePub

Game AI Uncovered

Volume One

  1. 200 pages
  2. English
  3. ePUB (mobile friendly)
  4. Available on iOS & Android
eBook - ePub

Game AI Uncovered

Volume One

About this book

Game AI Uncovered: Volume One kicks off a brand-new series of books that focus on the development of artificial intelligence in video games. This volume brings together the collected wisdom, ideas, tricks, and cutting-edge techniques from 20 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 Hood: Outlaws and Legends, The Escapists 2, Sackboy: A Big Adventure, Call of Duty: Strike Team, GTI+ Club, Split/Second, Sonic All Stars Racing Transformed, Luna Abyss, Medal of Honor Heroes I & II, Age of Empires IV, Watch Dogs, Battlefield 2042, Plants vs. Zombies: Battle for Neighborville, Dead Space, and more.

Contained within this volume are overviews and insight covering a host of different areas within game AI, including situational awareness, pathfinding, tethering, squad behaviours, coordination, auto-generating navigation link data, fluid movement, combining behaviour and animation systems, pedal control for cars, tactical positioning, level of detail, infinite axis utility systems, hierarchical state machines, bots for testing, reactive behaviour trees, and 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 will also spark ideas for new approaches.

This volume includes chapters written by Andy Brown, Dr Allan Bruce, Richard Bull, Laurent Couvidou, Steven Dalton, Michele Ermacora, Jonas Gillberg, Dale Green, Johan Holthausen, Dr Aitor Santamaría Ibirika, Dr Nic Melder, Sarat Rallabandi, Bruno Rebaque, John Reynolds, Paul Roberts, David Rogers, Andrea Schiel, Huw Talliss, Dr Tommy Thompson, and David Wooldridge.

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Table of contents

  1. Cover
  2. Half Title
  3. Title Page
  4. Copyright Page
  5. Dedication
  6. Table of Contents
  7. Preface
  8. Acknowledgements
  9. Editor
  10. Contributors
  11. Chapter 1 The Changing Landscape of AI for Game Development
  12. Chapter 2 Implementing an AI Framework in Unreal for Medium- to Large-Scale Numbers of Disparate AI in Hood: Outlaws and Legends
  13. Chapter 3 Predicting When and Where to Intercept Players in Hood: Outlaws and Legends
  14. Chapter 4 Getting Caught Off Guard: Situational Awareness in The Escapists 2
  15. Chapter 5 Stitching It Together: The Enemies of Sackboy: A Big Adventure
  16. Chapter 6 Squad Behaviour Using a Task Stack Approach for Call of Duty: Strike Team
  17. Chapter 7 Reactive Behaviour Trees
  18. Chapter 8 Tailoring Racing AI to the Genre
  19. Chapter 9 Believable Routes: A Pathfinding Acceptability Metric
  20. Chapter 10 AI Under Lockdown: Various Approaches to NPC Tethering
  21. Chapter 11 Low-Cost, Mutable Path-Planning Spaces
  22. Chapter 12 Auto-Generating Navigation Link Data
  23. Chapter 13 Fluid Movement
  24. Chapter 14 Combining Behaviour and Animation Systems in Luna Abyss
  25. Chapter 15 How to Make Your AI Fireproof: 25 Years of AI Firefighting
  26. Chapter 16 Pedal Control for Cars: How to Maintain Speed, Change Speed, and Stop at a Point
  27. Chapter 17 Bots for Testing
  28. Chapter 18 Infinite Axis Utility System and Hierarchical State Machines
  29. Chapter 19 Tactical Positioning through Environmental Analysis
  30. Chapter 20 Level of Detail: Saving Crucial CPU Time
  31. Chapter 21 Agent Coordination: Designing a Generalised Coordination Layer
  32. Index

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Yes, you can access Game AI Uncovered by Paul Roberts in PDF and/or ePUB format, as well as other popular books in Computer Science & Programming Games. We have over one million books available in our catalogue for you to explore.