Game AI Uncovered Focus: Sports
Editat de Paul Robertsen Limba Engleză Paperback – 18 feb 2027
The techniques covered in these pages cover the underlying development of a wide array of published titles, including Soccer Kids, Undisputed, Colin McRae: Dirt, Colin McRae: Dirt 2, Dirt 3, Dirt Showdown, Dirt Rally, F1, Grid, Grid: Autosport, Sonic & All Stars Racing Transformed, Split/Second, GTI Club+, amongst others.
Contained within these pages are overviews and insights covering a host of different decision-making techniques, focusing on football (decision-making, strategy, positioning), fighting (boxing, neural combat, referee positioning), racing (simulation, karting), and American football (awareness, threat analysis, quarterback AI), as well as more general approaches, such as race direction, driver assists, and artificial idiocy, and a decision-making architecture suitable for team sports.
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 Anubha Banerjee, Andy Brown, Richard Bull, Steven Dalton, Greg Irwin, Ivan Mateev, Dr Nic Melder, Paul Roberts, Gaetan Soppe-Drenjanin, Rafal Tyl, and James Vickers.
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Specificații
ISBN-13: 9781041307198
ISBN-10: 1041307195
Pagini: 216
Ilustrații: 162
Dimensiuni: 156 x 234 mm
Ediția:1
Editura: CRC Press
Colecția CRC Press
ISBN-10: 1041307195
Pagini: 216
Ilustrații: 162
Dimensiuni: 156 x 234 mm
Ediția:1
Editura: CRC Press
Colecția CRC Press
Public țintă
Professional Practice & Development and Undergraduate AdvancedCuprins
Introduction
1. Using Monte Carlo Tree Search in Soccer Kids
2. Behaviour Structure: A Decision-Making Approach for Team Sport AI
3. Making AI Play Ball: Building and Testing Football AI
4. Tactical Positioning in the Game of Football
5. Through: Influence Maps to Find Space in Football Games
6. Abstract Pattern Matching for Strategic Play
7. Blood, Sweat & Tiers: Driving Unique NPC Boxer Behaviour Using Tiered Strategies in Steel City Interactive’s Undisputed
8. Under the Influence: Using Influence Maps to Drive Referee Positioning in Steel City Interactive’s Undisputed
9. Neural Combat
10. AI Awareness in Sports Games
11. Crafting the Illusion: Difficulty Scenarios
12. Race Director
13. Tailoring Racing AI to the Genre
14. Pedal Control for Cars - How to Maintain Speed, Change Speed, and Stop at a Point
15. Directed Acyclic Graphs for Fun and Profit
16. 50 Cars, 90 Routes, 4500 Combinations: The Training Tools of Codemasters’ Dirt, Grid, and F1 Series
17. Artificial Idiocy in Racing: The Mistake System of Codemasters’ Dirt and Grid (from 2006-2018)
18. Driver Assists in Racing: Using the Vehicle AI to Aid the Player
19. Quarterback AI
20. Touchdown! AI Scenarios within American Football
1. Using Monte Carlo Tree Search in Soccer Kids
2. Behaviour Structure: A Decision-Making Approach for Team Sport AI
3. Making AI Play Ball: Building and Testing Football AI
4. Tactical Positioning in the Game of Football
5. Through: Influence Maps to Find Space in Football Games
6. Abstract Pattern Matching for Strategic Play
7. Blood, Sweat & Tiers: Driving Unique NPC Boxer Behaviour Using Tiered Strategies in Steel City Interactive’s Undisputed
8. Under the Influence: Using Influence Maps to Drive Referee Positioning in Steel City Interactive’s Undisputed
9. Neural Combat
10. AI Awareness in Sports Games
11. Crafting the Illusion: Difficulty Scenarios
12. Race Director
13. Tailoring Racing AI to the Genre
14. Pedal Control for Cars - How to Maintain Speed, Change Speed, and Stop at a Point
15. Directed Acyclic Graphs for Fun and Profit
16. 50 Cars, 90 Routes, 4500 Combinations: The Training Tools of Codemasters’ Dirt, Grid, and F1 Series
17. Artificial Idiocy in Racing: The Mistake System of Codemasters’ Dirt and Grid (from 2006-2018)
18. Driver Assists in Racing: Using the Vehicle AI to Aid the Player
19. Quarterback AI
20. Touchdown! AI Scenarios within American Football
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 decision-making techniques, focusing on football, fighting, racing, and American football, as well as more general approaches.