Game AI pro 360: Guide to architecture
"Cutting-edge game AI architecture primarily from game developers of shipped commercial games. The book acts as a toolbox of techniques that can be applied to many common and not-so-common situations"--
Gespeichert in:
Weitere Verfasser: | |
---|---|
Format: | Buch |
Sprache: | English |
Veröffentlicht: |
Boca Raton ; London ; New York
CRC Press
[2020]
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Schlagworte: | |
Zusammenfassung: | "Cutting-edge game AI architecture primarily from game developers of shipped commercial games. The book acts as a toolbox of techniques that can be applied to many common and not-so-common situations"-- |
Beschreibung: | xx, 381 Seiten Illustrationen 24 cm |
ISBN: | 9780367151041 0367151049 9780367151072 0367151073 |
Internformat
MARC
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245 | 1 | 0 | |a Game AI pro 360 |b Guide to architecture |c edited by Steve Rabin |
246 | 1 | 3 | |a Game AI Pro360 |
246 | 1 | 0 | |a Game AI Pro three hundred sixty guide to architecture |
246 | 1 | 0 | |a Guide to architecture |
264 | 1 | |a Boca Raton ; London ; New York |b CRC Press |c [2020] | |
264 | 4 | |c © 2020 | |
300 | |a xx, 381 Seiten |b Illustrationen |c 24 cm | ||
336 | |b txt |2 rdacontent | ||
337 | |b n |2 rdamedia | ||
338 | |b nc |2 rdacarrier | ||
505 | 8 | |a Behavior selection algorithms: an overview / Michael Dawe, Steve Gargolinski, Luke Dicken, Troy Humphreys, and Dave Mark -- Structural architecture - common tricks of the trade / Kevin Dill -- The behavior tree starter kit / Alex J. Champandard and Philip Dunstan -- Real-world behavior trees in script / Michael Dawe -- Simulating behavior trees: a behavior tree/planner hybrid approach / Daniel Hilburn -- An introduction to utility theory / David "Rez" Graham -- Building utility decisions into your existing behavior tree / Bill Merrill -- Reactivity and deliberation in decision-making systems / Carle Côté -- Exploring HTN planners through example / Troy Humphreys -- Hieracrchical plan-space planning for multi-unit combat maneuvers / William van der Sterren -- Phenominal AL level-of-detail control with the LOD trader / Ben Sunshine-Hill -- Runtime compiled C++ for rapid AI development / Doug Binks, Matthew Jack, and Will Wilson -- | |
505 | 8 | |a Plumbing the forbidden depths: scripting and AI / Mike Lewis -- Possibility maps for opportunistic AI and believable worlds / John Manslow -- Production rules implementation in 1849 / Robert Zubek -- Production systems: new techniques in AAA games / Andrea Schiel -- Building a risk-free environment to enhance prototyping: hinted-execution behavior trees / Sergio Ocio Barriales -- Smart zones to create the ambience of life / Etienne de Sevin, Caroline Chopinaud, and Clodéric Mars -- Separation of concerns architecture for AI and animation / Bobby Anguelov -- Optimizing practical planning for Game AI / Éric Jacopin -- Modular AI / Kevin Dill and Christopher Dragert -- Overcoming pitfalls in behavior tree design / Anthony Francis -- From behavior to animation: a reactive AI architecture for networked first-person shooter games / Sumeet Jakatdar -- | |
505 | 8 | |a A character decision-making system for FINAL FANTASY XV by combining behavior trees and state machines / Youichiro Miyake, Youji Shirakami, Kazuya Shimokawa, Kousake Namiki, Tomoki Komatsu, Joudan Tatsuhiro, Prasert Prasertvithyakarn, and Takanori Yokoyama -- A reusable, light-weight finite-state machine / David "Rez" Graham -- Choosing effective utility-based considerations / Mike Lewis -- Combining scripted behavior with game tree search for stronger, more robust game AI / Nicolas A. Barriga, Marius Stanescu, and Michael Buro | |
520 | 3 | |a "Cutting-edge game AI architecture primarily from game developers of shipped commercial games. The book acts as a toolbox of techniques that can be applied to many common and not-so-common situations"-- | |
650 | 0 | 7 | |a Programmierung |0 (DE-588)4076370-5 |2 gnd |9 rswk-swf |
650 | 0 | 7 | |a Computerspiel |0 (DE-588)4010457-6 |2 gnd |9 rswk-swf |
653 | 0 | |a Computer games / Programming | |
653 | 0 | |a Computer games / Design | |
653 | 0 | |a Video games | |
653 | 0 | |a Software architecture | |
653 | 0 | |a Video Games | |
653 | 0 | |a Jeux d'ordinateur / Programmation | |
653 | 0 | |a Jeux d'ordinateur / Conception | |
653 | 0 | |a Jeux vidéo | |
653 | 0 | |a Architecture logicielle | |
653 | 0 | |a video games | |
653 | 0 | |a Computer games / Design | |
653 | 0 | |a Computer games / Programming | |
653 | 0 | |a Software architecture | |
653 | 0 | |a Video games | |
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700 | 1 | |a Rabin, Steve |0 (DE-588)1200378687 |4 edt | |
776 | 0 | 8 | |i Erscheint auch als |n Online-Ausgabe |z 9780429055058 |
999 | |a oai:aleph.bib-bvb.de:BVB01-033665637 |
Datensatz im Suchindex
_version_ | 1804184114026250240 |
---|---|
adam_txt | |
any_adam_object | |
any_adam_object_boolean | |
author2 | Rabin, Steve |
author2_role | edt |
author2_variant | s r sr |
author_GND | (DE-588)1200378687 |
author_facet | Rabin, Steve |
building | Verbundindex |
bvnumber | BV048285521 |
classification_rvk | ST 324 |
contents | Behavior selection algorithms: an overview / Michael Dawe, Steve Gargolinski, Luke Dicken, Troy Humphreys, and Dave Mark -- Structural architecture - common tricks of the trade / Kevin Dill -- The behavior tree starter kit / Alex J. Champandard and Philip Dunstan -- Real-world behavior trees in script / Michael Dawe -- Simulating behavior trees: a behavior tree/planner hybrid approach / Daniel Hilburn -- An introduction to utility theory / David "Rez" Graham -- Building utility decisions into your existing behavior tree / Bill Merrill -- Reactivity and deliberation in decision-making systems / Carle Côté -- Exploring HTN planners through example / Troy Humphreys -- Hieracrchical plan-space planning for multi-unit combat maneuvers / William van der Sterren -- Phenominal AL level-of-detail control with the LOD trader / Ben Sunshine-Hill -- Runtime compiled C++ for rapid AI development / Doug Binks, Matthew Jack, and Will Wilson -- Plumbing the forbidden depths: scripting and AI / Mike Lewis -- Possibility maps for opportunistic AI and believable worlds / John Manslow -- Production rules implementation in 1849 / Robert Zubek -- Production systems: new techniques in AAA games / Andrea Schiel -- Building a risk-free environment to enhance prototyping: hinted-execution behavior trees / Sergio Ocio Barriales -- Smart zones to create the ambience of life / Etienne de Sevin, Caroline Chopinaud, and Clodéric Mars -- Separation of concerns architecture for AI and animation / Bobby Anguelov -- Optimizing practical planning for Game AI / Éric Jacopin -- Modular AI / Kevin Dill and Christopher Dragert -- Overcoming pitfalls in behavior tree design / Anthony Francis -- From behavior to animation: a reactive AI architecture for networked first-person shooter games / Sumeet Jakatdar -- A character decision-making system for FINAL FANTASY XV by combining behavior trees and state machines / Youichiro Miyake, Youji Shirakami, Kazuya Shimokawa, Kousake Namiki, Tomoki Komatsu, Joudan Tatsuhiro, Prasert Prasertvithyakarn, and Takanori Yokoyama -- A reusable, light-weight finite-state machine / David "Rez" Graham -- Choosing effective utility-based considerations / Mike Lewis -- Combining scripted behavior with game tree search for stronger, more robust game AI / Nicolas A. Barriga, Marius Stanescu, and Michael Buro |
ctrlnum | (OCoLC)1334051201 (DE-599)BVBBV048285521 |
discipline | Informatik |
discipline_str_mv | Informatik |
format | Book |
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genre | (DE-588)4143413-4 Aufsatzsammlung gnd-content |
genre_facet | Aufsatzsammlung |
id | DE-604.BV048285521 |
illustrated | Illustrated |
index_date | 2024-07-03T20:01:53Z |
indexdate | 2024-07-10T09:34:11Z |
institution | BVB |
isbn | 9780367151041 0367151049 9780367151072 0367151073 |
language | English |
oai_aleph_id | oai:aleph.bib-bvb.de:BVB01-033665637 |
oclc_num | 1334051201 |
open_access_boolean | |
owner | DE-706 |
owner_facet | DE-706 |
physical | xx, 381 Seiten Illustrationen 24 cm |
publishDate | 2020 |
publishDateSearch | 2020 |
publishDateSort | 2020 |
publisher | CRC Press |
record_format | marc |
spelling | Game AI pro 360 Guide to architecture edited by Steve Rabin Game AI Pro360 Game AI Pro three hundred sixty guide to architecture Guide to architecture Boca Raton ; London ; New York CRC Press [2020] © 2020 xx, 381 Seiten Illustrationen 24 cm txt rdacontent n rdamedia nc rdacarrier Behavior selection algorithms: an overview / Michael Dawe, Steve Gargolinski, Luke Dicken, Troy Humphreys, and Dave Mark -- Structural architecture - common tricks of the trade / Kevin Dill -- The behavior tree starter kit / Alex J. Champandard and Philip Dunstan -- Real-world behavior trees in script / Michael Dawe -- Simulating behavior trees: a behavior tree/planner hybrid approach / Daniel Hilburn -- An introduction to utility theory / David "Rez" Graham -- Building utility decisions into your existing behavior tree / Bill Merrill -- Reactivity and deliberation in decision-making systems / Carle Côté -- Exploring HTN planners through example / Troy Humphreys -- Hieracrchical plan-space planning for multi-unit combat maneuvers / William van der Sterren -- Phenominal AL level-of-detail control with the LOD trader / Ben Sunshine-Hill -- Runtime compiled C++ for rapid AI development / Doug Binks, Matthew Jack, and Will Wilson -- Plumbing the forbidden depths: scripting and AI / Mike Lewis -- Possibility maps for opportunistic AI and believable worlds / John Manslow -- Production rules implementation in 1849 / Robert Zubek -- Production systems: new techniques in AAA games / Andrea Schiel -- Building a risk-free environment to enhance prototyping: hinted-execution behavior trees / Sergio Ocio Barriales -- Smart zones to create the ambience of life / Etienne de Sevin, Caroline Chopinaud, and Clodéric Mars -- Separation of concerns architecture for AI and animation / Bobby Anguelov -- Optimizing practical planning for Game AI / Éric Jacopin -- Modular AI / Kevin Dill and Christopher Dragert -- Overcoming pitfalls in behavior tree design / Anthony Francis -- From behavior to animation: a reactive AI architecture for networked first-person shooter games / Sumeet Jakatdar -- A character decision-making system for FINAL FANTASY XV by combining behavior trees and state machines / Youichiro Miyake, Youji Shirakami, Kazuya Shimokawa, Kousake Namiki, Tomoki Komatsu, Joudan Tatsuhiro, Prasert Prasertvithyakarn, and Takanori Yokoyama -- A reusable, light-weight finite-state machine / David "Rez" Graham -- Choosing effective utility-based considerations / Mike Lewis -- Combining scripted behavior with game tree search for stronger, more robust game AI / Nicolas A. Barriga, Marius Stanescu, and Michael Buro "Cutting-edge game AI architecture primarily from game developers of shipped commercial games. The book acts as a toolbox of techniques that can be applied to many common and not-so-common situations"-- Programmierung (DE-588)4076370-5 gnd rswk-swf Computerspiel (DE-588)4010457-6 gnd rswk-swf Computer games / Programming Computer games / Design Video games Software architecture Video Games Jeux d'ordinateur / Programmation Jeux d'ordinateur / Conception Jeux vidéo Architecture logicielle video games (DE-588)4143413-4 Aufsatzsammlung gnd-content Computerspiel (DE-588)4010457-6 s Programmierung (DE-588)4076370-5 s DE-604 Rabin, Steve (DE-588)1200378687 edt Erscheint auch als Online-Ausgabe 9780429055058 |
spellingShingle | Game AI pro 360 Guide to architecture Behavior selection algorithms: an overview / Michael Dawe, Steve Gargolinski, Luke Dicken, Troy Humphreys, and Dave Mark -- Structural architecture - common tricks of the trade / Kevin Dill -- The behavior tree starter kit / Alex J. Champandard and Philip Dunstan -- Real-world behavior trees in script / Michael Dawe -- Simulating behavior trees: a behavior tree/planner hybrid approach / Daniel Hilburn -- An introduction to utility theory / David "Rez" Graham -- Building utility decisions into your existing behavior tree / Bill Merrill -- Reactivity and deliberation in decision-making systems / Carle Côté -- Exploring HTN planners through example / Troy Humphreys -- Hieracrchical plan-space planning for multi-unit combat maneuvers / William van der Sterren -- Phenominal AL level-of-detail control with the LOD trader / Ben Sunshine-Hill -- Runtime compiled C++ for rapid AI development / Doug Binks, Matthew Jack, and Will Wilson -- Plumbing the forbidden depths: scripting and AI / Mike Lewis -- Possibility maps for opportunistic AI and believable worlds / John Manslow -- Production rules implementation in 1849 / Robert Zubek -- Production systems: new techniques in AAA games / Andrea Schiel -- Building a risk-free environment to enhance prototyping: hinted-execution behavior trees / Sergio Ocio Barriales -- Smart zones to create the ambience of life / Etienne de Sevin, Caroline Chopinaud, and Clodéric Mars -- Separation of concerns architecture for AI and animation / Bobby Anguelov -- Optimizing practical planning for Game AI / Éric Jacopin -- Modular AI / Kevin Dill and Christopher Dragert -- Overcoming pitfalls in behavior tree design / Anthony Francis -- From behavior to animation: a reactive AI architecture for networked first-person shooter games / Sumeet Jakatdar -- A character decision-making system for FINAL FANTASY XV by combining behavior trees and state machines / Youichiro Miyake, Youji Shirakami, Kazuya Shimokawa, Kousake Namiki, Tomoki Komatsu, Joudan Tatsuhiro, Prasert Prasertvithyakarn, and Takanori Yokoyama -- A reusable, light-weight finite-state machine / David "Rez" Graham -- Choosing effective utility-based considerations / Mike Lewis -- Combining scripted behavior with game tree search for stronger, more robust game AI / Nicolas A. Barriga, Marius Stanescu, and Michael Buro Programmierung (DE-588)4076370-5 gnd Computerspiel (DE-588)4010457-6 gnd |
subject_GND | (DE-588)4076370-5 (DE-588)4010457-6 (DE-588)4143413-4 |
title | Game AI pro 360 Guide to architecture |
title_alt | Game AI Pro360 Game AI Pro three hundred sixty guide to architecture Guide to architecture |
title_auth | Game AI pro 360 Guide to architecture |
title_exact_search | Game AI pro 360 Guide to architecture |
title_exact_search_txtP | Game AI pro 360 Guide to architecture |
title_full | Game AI pro 360 Guide to architecture edited by Steve Rabin |
title_fullStr | Game AI pro 360 Guide to architecture edited by Steve Rabin |
title_full_unstemmed | Game AI pro 360 Guide to architecture edited by Steve Rabin |
title_short | Game AI pro 360 |
title_sort | game ai pro 360 guide to architecture |
title_sub | Guide to architecture |
topic | Programmierung (DE-588)4076370-5 gnd Computerspiel (DE-588)4010457-6 gnd |
topic_facet | Programmierung Computerspiel Aufsatzsammlung |
work_keys_str_mv | AT rabinsteve gameaipro360guidetoarchitecture AT rabinsteve gameaipro360 AT rabinsteve gameaiprothreehundredsixtyguidetoarchitecture AT rabinsteve guidetoarchitecture |