Game AI Uncovered Focus: Architectures
Editat de Paul Robertsen Limba Engleză Paperback – 23 dec 2026
The techniques covered in these pages discuss the underlying development of a wide array of published titles, including Medal of Honor: Heroes and Medal of Honor: Heroes 2, Age of Empires IV, Lords of the Fallen, Hawken Reborn, 60 Parsecs!, 60 Seconds!, 60 Seconds! Reatomized, Call of Duty: Strike Team, Hood: Outlaws and Legends, Watch Dogs: Legion, Battlefield 2042, Plants vs. Zombies: Battle for Neighborville, and Dead Space.
Also, overviews and insights covering a host of different game AI architecture techniques—including intelligent cover, smart objects, combat roles, combat architectures, director systems, cooperative planners, squad behaviour, agent coordination, group management, vehicle AI, level of detail AI, spawning, and bots for testing—are described in this book.
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 anthology includes chapters written by Dr Nuno Vicente Barreto, David Soler Bartomeu, Steve Bilton, Dr Allan Bruce, Richard Bull, Laurent Couvidou, Philip Dunstan, Jonas Gillberg, Dr Dominik Gotojuch, David Guzman, Dr Aitor Santamaría Ibirika, Slavomir Krbyla, Carl Viktor Benjamin Lundström, Dr Nic Melder, Andrea Schiel, Bruno Rebaque, Yannick Richeux, Baptiste Rimetz, Paul Roberts, and James Vickers.
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Specificații
ISBN-13: 9781041305897
ISBN-10: 1041305893
Pagini: 244
Ilustrații: 140
Dimensiuni: 156 x 234 mm
Ediția:1
Editura: CRC Press
Colecția CRC Press
ISBN-10: 1041305893
Pagini: 244
Ilustrații: 140
Dimensiuni: 156 x 234 mm
Ediția:1
Editura: CRC Press
Colecția CRC Press
Public țintă
Professional Practice & Development and Undergraduate AdvancedNotă biografică
Paul Roberts is a Senior Lecturer and Course Lead for BSc (Hons) Computer Games Programming at the University of Staffordshire. Prior to this he was Technical Director at his own independent game studio Grinning Cat. He has 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. Paul has a range of published titles including Worms Revolution, Pitfall!, Call of Duty: Strike Team, The Lego Movie: The Video Game, Pixel-8, and Power-Up. Paul has a Master’s by Research 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 is currently a PhD candidate exploring believable decision-making based on memories for boxing games. Paul set up the GameAI Discord channel that has brought together hundreds of game AI professionals, where approaches are shared and ideas discussed. He has recently started the GameAIUncovered YouTube channel, which explains how different game AI concepts work, has written several books, some fiction, others academic, and is the editor for this Game AI Uncovered series.
Cuprins
Introduction
Chapter 1 Intelligent Cover
Chapter 2 Unlocking Doors
Chapter 3 How‑To Smart Object
Chapter 4 How to Make Your AI Fireproof: 25 Years of AI Firefighting
Chapter 5 Using Roles to Control Combat Pacing
Chapter 6 Hack and Slash AI Combat Roles: A Simple Approach to Dynamic Enemy Behaviour
Chapter 7 The Many Perils of Illal: Behind the Combat AI Architecture of Hawken Reborn’s Enemies
Chapter 8 AI Showrunner – Managing Gameplay Experience with a Hierarchical Network of AI Directors
Chapter 9 AI Director Pitfalls and How to Climb Out of Them
Chapter 10 Cooperative Planners in Real‑Time Strategy Games
Chapter 11 Squad Behaviour Using a Task Stack Approach for Call of Duty: Strike Team
Chapter 12 Implementing an AI Framework in Unreal for Medium‑ to Large‑Scale Numbers of Disparate AI in Hood: Outlaws and Legends
Chapter 13 Agent Coordination: Designing a Generalised Coordination Layer
Chapter 14 Utility Systems for High‑Level Group Management
Chapter 15 The Vehicle AI of Watch Dogs: Legion: Building a Unified Vehicle AI System for Traffic and High‑Speed Chases
Chapter 16 Level of Detail: Saving Crucial CPU Time
Chapter 17 AI Level of Detail in Multiplayer Games
Chapter 18 AI Spawning Fundamentals: A General Guide to Spawning AI Agents in Games.
Chapter 19 The Importance of Separation of Concerns in AI Architecture
Chapter 20 Bots for Testing
Chapter 1 Intelligent Cover
Chapter 2 Unlocking Doors
Chapter 3 How‑To Smart Object
Chapter 4 How to Make Your AI Fireproof: 25 Years of AI Firefighting
Chapter 5 Using Roles to Control Combat Pacing
Chapter 6 Hack and Slash AI Combat Roles: A Simple Approach to Dynamic Enemy Behaviour
Chapter 7 The Many Perils of Illal: Behind the Combat AI Architecture of Hawken Reborn’s Enemies
Chapter 8 AI Showrunner – Managing Gameplay Experience with a Hierarchical Network of AI Directors
Chapter 9 AI Director Pitfalls and How to Climb Out of Them
Chapter 10 Cooperative Planners in Real‑Time Strategy Games
Chapter 11 Squad Behaviour Using a Task Stack Approach for Call of Duty: Strike Team
Chapter 12 Implementing an AI Framework in Unreal for Medium‑ to Large‑Scale Numbers of Disparate AI in Hood: Outlaws and Legends
Chapter 13 Agent Coordination: Designing a Generalised Coordination Layer
Chapter 14 Utility Systems for High‑Level Group Management
Chapter 15 The Vehicle AI of Watch Dogs: Legion: Building a Unified Vehicle AI System for Traffic and High‑Speed Chases
Chapter 16 Level of Detail: Saving Crucial CPU Time
Chapter 17 AI Level of Detail in Multiplayer Games
Chapter 18 AI Spawning Fundamentals: A General Guide to Spawning AI Agents in Games.
Chapter 19 The Importance of Separation of Concerns in AI Architecture
Chapter 20 Bots for Testing
Descriere
Contained within these pages are overviews and insights covering a host of different game AI architecture techniques, including intelligent cover, smart objects, combat roles and architectures, director systems, cooperative planners, squad behaviour, agent coordination, group management, vehicle AI, spawning, and bots for testing.