Game AI Uncovered
Editat de Paul Robertsen Limba Engleză Paperback – 4 feb 2026
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Specificații
ISBN-13: 9781032824833
ISBN-10: 1032824832
Pagini: 256
Dimensiuni: 156 x 234 mm
Editura: Taylor & Francis Ltd.
ISBN-10: 1032824832
Pagini: 256
Dimensiuni: 156 x 234 mm
Editura: Taylor & Francis Ltd.
Notă biografică
Paul Roberts is the technical director of the independent game studio Grinning Cat. Prior to this he 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. For several years Paul also led the Games Programming department at Staffordshire University, where he taught Game AI and programming principles. He has a Master’s degree 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 has written a number of books, some fiction, others academic, the latest of which is ‘Artificial Intelligence in Games’ published by CRC Press in 2022 and is also the editor for this Game AI Uncovered series.
Cuprins
Chapter 1. The Vehicle AI of Watch Dogs: Legion: Building a Unified Vehicle AI System for Traffic and High-Speed Chases. Chapter 2. Navigating Through a Traffic Intersection: How to Avoid Traffic Chaos When Jumping a Red Light. Chapter 3. Building the Tools for Building a City: Semi-Procedural Tools for The Creation of The City Road Network System of Watch Dogs: Legion. Chapter 4 Implementing a Simple 3D Waypoint Grid for Efficient Pathfinding in Eve: Valkyrie. Chapter 5 N-Gram for Any Direction Prediction in VR. Chapter 6. Creating Characters Using Components. Chapter 7. Making AI Play Ball: Building and Testing Football AI. chapter 8 Tactical Positioning in the Game of Footbal. Chapter 9 Automated Testing for All Developers: How Easy Access Can Make Your Dev Process More Efficient. Chapter 10. Abstract Pattern Matching for Strategic Play. Chapter 11. Animation Driven Behaviour. Chapter 12. JP-DRS: Jump-Point Directed Recursion Search. Chapter 13. Machine Learning for Games at Scale. Chapter 14. Behaviour Engine and Language: A Heterogeneous State Machine System. Chapter 15. AI Spawning Fundamentals: A General Guide to Spawning AI Agents in Games. Chapter 16. Character Utility Behaviour Graph. Chapter 17. Quarterback AI. Chapter 18. Touchdown! AI Scenarios within American Football. Chapter 19. Creature Navigation in the Air and on the Ground. Chapter 20. Debug – Identifying and Presenting Useful Information. Chapter 21. Not All AIs Are Made the Same. Chapter 22. Simulation of Social Norms in City of Gangsters