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Game AI Uncovered Focus: Architectures

Editat de Paul Roberts
en Limba Engleză Paperback – 14 ian 2027
Paul Roberts’ Game AI Uncovered Focus: Architectures brings together twenty chapters from the first five volumes of the Game AI Uncovered series into a handy single volume that focuses on the many different aspects of game AI architecture development.
The techniques covered in these pages cover the underlying development of a wide array of published titles, including Medal of Honor Heroes I & II, 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.
Contained within these pages are 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.
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: 240
Ilustrații: 140
Dimensiuni: 156 x 234 mm
Ediția:1
Editura: CRC Press
Colecția CRC Press

Public țintă

Professional Practice & Development and Undergraduate Advanced

Cuprins

Introduction
1. Applications of Vector Fields in AI – The Navigation System of Speedball
2. Go with the Flow: Flow Fields - Beyond a Single Target
3. Environment Steering
4. Believable Routes: A Pathfinding Acceptability Metric
5. Low-Cost, Mutable Path-Planning Spaces
6. The Corridor Map Method – A Different Approach to Pathfinding
7. JP-DRS: Jump-Point Directed Recursion Search
8. Implementing a Simple 3D Waypoint Grid for Efficient Pathfinding in Eve: Valkyrie
9. Creature Navigation in the Air and on the Ground
10. Beyond Basic Pathfinding: Natural NPC Movement
11. Fluid Movement
12. AI Under Lockdown: Various Approaches to NPC Tethering
13. Low Bandwidth, Synchronised Path Following in Team17’s The Survivalists
14. Handling Navigation in Lords of the Fallen for Multiple Enemy Sizes
15. High Speed Vehicle Driving in Wheelman
16. Recast Navigation
17. Auto Generating Navigation Link Data
18. Using Nav-Mesh Flood Fill to Speed Up Environment Querying
19. Creating Clean Navigation Data in Lords of the Fallen
20. Navigating Broken Data

Notă 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.

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.