Game AI Pro 3 Collected Wisdom of Game AI Professionals
Coordonnateur : Rabin Steve
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.
KEY FEATURES
- Contains 42 chapters from 50 of the game industry?s top developers and researchers.
- Provides real-life case studies of game AI in published commercial games.
- Covers a wide range of AI in games, with topics applicable to almost any game.
- Includes downloadable demos and/or source code, available at http://www.gameaipro.com
SECTION EDITORS
Neil Kirby General Wisdom
Alex Champandard Architecture
Nathan Sturtevant Movement and Pathfinding
Damian Isla Character Behavior
Kevin Dill Tactics and Strategy; Odds and Ends
Part 1: General Wisdom: Contributed Chapters. Part 2: Architecture: Contributed Chapters. Part 3: Movement and Pathfinding: Contributed Chapters. Part 4: Strategy and Tactics: Contributed Chapters. Part 5: Agent Awareness and Knowledge Representation: Contributed Chapters. Part 6: Racing: Contributed Chapters. Part 7: Odds and Ends: Contributed Chapters
Steve Rabin is a principal software engineer at Nintendo Technology Development and has been a key figure in the game AI community for nearly 20 years. He is founder and advisor of the GDC AI Summit, founder of the AI Game Programmers Guild, editor of 8 game development books, and principal lecturer of game AI at the DigiPen Institute of Technology since 2006.
Date de parution : 07-2017
19.1x23.5 cm
Disponible chez l'éditeur (délai d'approvisionnement : 15 jours).
Prix indicatif 93,24 €
Ajouter au panierThème de Game AI Pro 3 :
Mots-clés :
Game AI; AI Agent; behavior trees; Ai Character; utility theory; Velocity Obstacle; video game; FINAL FANTASY XV; motion control; Vice Versa; tactical reasoning; AI System; John Manslow; BT; Matthew W; Johnson; Game Object; Fabien Gravot; Virtual Bool; Shintaro Minamino; MCTS; Ingimar Hlm Guðmundsson; Static Obstacles; Hendrik Skubch; AI Designer; Youichiro Miyake; Ai Opponent; Baylor Wetzel; Ai Developer; Kyle Anderson; RTS Game; Kevin Dill; CSV File; David Young; Conceptual Abstractions; Sergio Ocio Barriales; Current Game State; Christopher Dragert; Distance Consideration; Anthony Francis; Modular Components; Sumeet Jakatdar; Influence Map; Youji Shirakami; State Machine; Kazuya Shimokawa; Project Highrise; Kousuke Namiki; Random Number Generator; Tomoki Komatsu; Joudan Tatsuhiro; Prasert Prasertvithyakarn; Takanori Yokoyama; David “RezGraham; Mike Lewis; Barriga Nicolas A; Stanescu Marius; Buro Michael; Eric Martel; Chris Jenner; Graham Pentheny; Ben Sunshine-Hill; Mark Langerak; Daniel Brewer; Nathan R; Sturtevant; Mieszko Zielin´ski; Marius Stanescu; Nicolas A; Barriga; Michael Buro; Eric Johnson; Gijs-Jan Roelofs; David Churchill; Sebastian Hanlon; Cody Watts; Mieszko Zielin'ski; Robert Zubek; James Ryan; Michael Mateas; Jurie Horneman; Ben G; Weber; Éric Jacopin; Rollason Jeff; Ian Horswill; Matthew Viglione