Game AI pro 3 :: collected wisdom of game AI professionals /
Game AI Pro3: Collected Wisdom of Game AI Professionals presents state-of-the-art tips, tricks, and techniques drawn from developers of shipped commercial games as well as some of the best-known academics in the field. This book acts as a toolbox of proven techniques coupled with the newest advances...
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Format: | Elektronisch E-Book |
Sprache: | English |
Veröffentlicht: |
Boca Raton, FL :
CRC Press, an imprint of A K Peters/CRC Press,
2017.
|
Ausgabe: | First edition. |
Schlagworte: | |
Online-Zugang: | Volltext |
Zusammenfassung: | Game AI Pro3: Collected Wisdom of Game AI Professionals presents state-of-the-art tips, tricks, and techniques drawn from developers of shipped commercial games as well as some of the best-known academics in the field. This book acts as a toolbox of proven techniques coupled with the newest advances in game AI. These techniques can be applied to almost any game and include topics such as behavior trees, utility theory, path planning, character behavior, and tactical reasoning. |
Beschreibung: | 1 online resource (540 pages) : 136 illustrations |
ISBN: | 9781315151700 1315151707 9781498742597 1498742599 9781351647748 1351647741 |
Zugangseinschränkungen: | Legal Deposit; |
Internformat
MARC
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037 | |a 9781351647748 |b O'Reilly Media | ||
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049 | |a MAIN | ||
245 | 0 | 0 | |a Game AI pro 3 : |b collected wisdom of game AI professionals / |c edited by Steve Rabin. |
250 | |a First edition. | ||
264 | 1 | |a Boca Raton, FL : |b CRC Press, an imprint of A K Peters/CRC Press, |c 2017. | |
300 | |a 1 online resource (540 pages) : |b 136 illustrations | ||
336 | |a text |b txt |2 rdacontent | ||
337 | |a computer |b c |2 rdamedia | ||
338 | |a online resource |b cr |2 rdacarrier | ||
505 | 0 | 0 | |t Section I General Wisdom -- |t chapter 1 The Illusion of Intelligence / |r Steve Rabin -- |t chapter 2 Creating the Past, Present, and Future with Random Walks / |r John Manslow -- |t chapter 3 Logging Visualization in FINAL FANTASY XV / |r Matthew W. Johnson -- |t chapter 4 What You See Is Not What You Get / |r Baylor Wetzel -- |t chapter 5 Six Factory System Tricks for Extensibility and Library Reuse / |r Kevin Dill -- |t chapter 6 Debugging AI with Instant In-Game Scrubbing / |r David Young -- |t chapter 7 But, It Worked on My Machine! How to Build Robust AI for Your Game / |r Sergio Ocio Barriales -- |t section II Architecture -- |t chapter 8 Modular AI / |r Kevin Dill -- |t chapter 9 Overcoming Pitfalls in Behavior Tree Design / |r Anthony Francis -- |t chapter 10 From Behavior to Animation -- |t A Reactive AI Architecture for Networked First-Person Shooter Games / |r Sumeet Jakatdar -- |t chapter 11 A Character Decision-Making System for FINAL FANTASY XV by Combining Behavior Trees and State Machines / |r Youichiro Miyake -- |t chapter 12 A Reusable, Light-Weight Finite-State Machine / |r David "Rez" Graham -- |t chapter 13 Choosing Effective Utility-Based Considerations / |r Mike Lewis -- |t chapter 14 Combining Scripted Behavior with Game Tree Search for Stronger, More Robust Game AI / |r Barriga Nicolas A. -- |t section III Movement and Pathfinding -- |t chapter 15 Steering against Complex Vehicles in Assassins Creed Syndicate / |r Eric Martel -- |t chapter 16 Predictive Animation Control Using Simulations and Fitted Models / |r Ingimar Hólm Guðmundsson -- |t chapter 17 Fast Cars, Big City -- |t The AI of Driver San Francisco / |r Chris Jenner -- |t chapter 18 A Unified Theory of Locomotion / |r Graham Pentheny -- |t chapter 19 RVO and ORCA -- |t How They Really Work / |r Ben Sunshine-Hill -- |t chapter 20 Optimization for Smooth Paths / |r Mark Langerak -- |t chapter 21 3D Flight Navigation Using Sparse Voxel Octrees / |r Daniel Brewer -- |t chapter 22 Faster A* with Goal Bounding / |r Steve Rabin -- |t chapter 23 Faster Dijkstra Search on Uniform Cost Grids / |r Nathan R. Sturtevant -- |t section IV Tactics and Strategy -- |t chapter 24 Being Where It Counts -- |t Telling Paragon Bots Where to Go / |r Mieszko Zielin ́ski -- |t chapter 25 Combat Outcome Prediction for Real-Time Strategy Games / |r Marius Stanescu -- |t chapter 26 Guide to Effective Auto-Generated Spatial Queries / |r Eric Johnson -- |t chapter 27 The Role of Time in Spatio-Temporal Reasoning -- |t Three Examples from Tower Defense / |r Baylor Wetzel -- |t chapter 28 Pitfalls and Solutions When Using Monte Carlo Tree Search for Strategy and Tactical Games / |r Gijs-Jan Roelofs -- |t chapter 29 Petri Nets and AI Arbitration / |r Sergio Ocio Barriales -- |t chapter 30 Hierarchical Portfolio Search in Prismata / |r David Churchill -- |t section V Character Behavior -- |t chapter 31 Behavior Decision System -- |t Dragon Age Inquisitions Utility Scoring Architecture / |r Sebastian Hanlon -- |t chapter 32 Paragon Bots -- |t A Bag of Tricks / |r Mieszko Zielin ski -- |t chapter 33 Using Your Combat AI Accuracy to Balance Difficulty / |r Sergio Ocio Barriales -- |t chapter 34 1000 NPCs at 60 FPS / |r Robert Zubek -- |t chapter 35 Ambient Interactions -- |t Improving Believability by Leveraging Rule-Based AI / |r Hendrik Skubch -- |t chapter 36 Stochastic Grammars -- |t Not Just for Words! / |r Mike Lewis -- |t chapter 37 Simulating Character Knowledge Phenomena in Talk of the Town / |r James Ryan -- |t section VI Odds and Ends -- |t chapter 38 Procedural Level and Story Generation Using Tag-Based Content Selection / |r Jurie Horneman -- |t chapter 39 Recommendation Systems in Games / |r Ben G. Weber -- |t chapter 40 Vintage Random Number Generators / |r Éric Jacopin -- |t chapter 41 Leveraging Plausibility Orderings to Achieve Extremely Efficient Data Compression / |r Rollason Jeff -- |t chapter 42 Building Custom Static Checkers Using Declarative Programming / |r Ian Horswill. |
520 | 3 | |a Game AI Pro3: Collected Wisdom of Game AI Professionals presents state-of-the-art tips, tricks, and techniques drawn from developers of shipped commercial games as well as some of the best-known academics in the field. This book acts as a toolbox of proven techniques coupled with the newest advances in game AI. These techniques can be applied to almost any game and include topics such as behavior trees, utility theory, path planning, character behavior, and tactical reasoning. | |
506 | 1 | |a Legal Deposit; |c Only available on premises controlled by the deposit library and to one user at any one time; |e The Legal Deposit Libraries (Non-Print Works) Regulations (UK). |5 WlAbNL | |
650 | 0 | |a Artificial intelligence. |0 http://id.loc.gov/authorities/subjects/sh85008180 | |
650 | 0 | |a Video games |x Design. |0 http://id.loc.gov/authorities/subjects/sh2006004108 | |
650 | 0 | |a Video games |x Programming. |0 http://id.loc.gov/authorities/subjects/sh95003476 | |
650 | 2 | |a Artificial Intelligence |0 https://id.nlm.nih.gov/mesh/D001185 | |
650 | 6 | |a Intelligence artificielle. | |
650 | 6 | |a Jeux vidéo |x Conception. | |
650 | 6 | |a Jeux vidéo |x Programmation. | |
650 | 7 | |a artificial intelligence. |2 aat | |
650 | 7 | |a Artificial intelligence |2 fast | |
650 | 7 | |a Computer games |x Design |2 fast | |
650 | 7 | |a Video games |x Programming |2 fast | |
700 | 1 | |a Rabin, Steve, |e editor. | |
710 | 2 | |a CRC Press. |0 http://id.loc.gov/authorities/names/n80007653 | |
758 | |i has work: |a Game AI Pro 3 (Text) |1 https://id.oclc.org/worldcat/entity/E39PCGkj9TBfgk7yDqpcf8qDG3 |4 https://id.oclc.org/worldcat/ontology/hasWork | ||
776 | 0 | 8 | |i Print version: |z 9781498742580 |
856 | 4 | 0 | |l FWS01 |p ZDB-4-EBA |q FWS_PDA_EBA |u https://search.ebscohost.com/login.aspx?direct=true&scope=site&db=nlebk&AN=1769526 |3 Volltext |
938 | |a Taylor & Francis |b TAFR |n 9781315151700 | ||
938 | |a EBSCOhost |b EBSC |n 1769526 | ||
994 | |a 92 |b GEBAY | ||
912 | |a ZDB-4-EBA | ||
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Datensatz im Suchindex
DE-BY-FWS_katkey | ZDB-4-EBA-on1082243414 |
---|---|
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adam_text | |
any_adam_object | |
author2 | Rabin, Steve |
author2_role | edt |
author2_variant | s r sr |
author_additional | Steve Rabin -- John Manslow -- Matthew W. Johnson -- Baylor Wetzel -- Kevin Dill -- David Young -- Sergio Ocio Barriales -- Anthony Francis -- Sumeet Jakatdar -- Youichiro Miyake -- David "Rez" Graham -- Mike Lewis -- Barriga Nicolas A. -- Eric Martel -- Ingimar Hólm Guðmundsson -- Chris Jenner -- Graham Pentheny -- Ben Sunshine-Hill -- Mark Langerak -- Daniel Brewer -- Nathan R. Sturtevant -- Mieszko Zielin ́ski -- Marius Stanescu -- Eric Johnson -- Gijs-Jan Roelofs -- David Churchill -- Sebastian Hanlon -- Mieszko Zielin ski -- Robert Zubek -- Hendrik Skubch -- James Ryan -- Jurie Horneman -- Ben G. Weber -- Éric Jacopin -- Rollason Jeff -- Ian Horswill. |
author_corporate | CRC Press |
author_corporate_role | |
author_facet | Rabin, Steve CRC Press |
building | Verbundindex |
bvnumber | localFWS |
callnumber-first | Q - Science |
callnumber-label | QA76 |
callnumber-raw | QA76.76.C672 G3322 2017 |
callnumber-search | QA76.76.C672 G3322 2017 |
callnumber-sort | QA 276.76 C672 G3322 42017 |
callnumber-subject | QA - Mathematics |
collection | ZDB-4-EBA |
contents | Section I General Wisdom -- chapter 1 The Illusion of Intelligence / chapter 2 Creating the Past, Present, and Future with Random Walks / chapter 3 Logging Visualization in FINAL FANTASY XV / chapter 4 What You See Is Not What You Get / chapter 5 Six Factory System Tricks for Extensibility and Library Reuse / chapter 6 Debugging AI with Instant In-Game Scrubbing / chapter 7 But, It Worked on My Machine! How to Build Robust AI for Your Game / section II Architecture -- chapter 8 Modular AI / chapter 9 Overcoming Pitfalls in Behavior Tree Design / chapter 10 From Behavior to Animation -- A Reactive AI Architecture for Networked First-Person Shooter Games / chapter 11 A Character Decision-Making System for FINAL FANTASY XV by Combining Behavior Trees and State Machines / chapter 12 A Reusable, Light-Weight Finite-State Machine / chapter 13 Choosing Effective Utility-Based Considerations / chapter 14 Combining Scripted Behavior with Game Tree Search for Stronger, More Robust Game AI / section III Movement and Pathfinding -- chapter 15 Steering against Complex Vehicles in Assassins Creed Syndicate / chapter 16 Predictive Animation Control Using Simulations and Fitted Models / chapter 17 Fast Cars, Big City -- The AI of Driver San Francisco / chapter 18 A Unified Theory of Locomotion / chapter 19 RVO and ORCA -- How They Really Work / chapter 20 Optimization for Smooth Paths / chapter 21 3D Flight Navigation Using Sparse Voxel Octrees / chapter 22 Faster A* with Goal Bounding / chapter 23 Faster Dijkstra Search on Uniform Cost Grids / section IV Tactics and Strategy -- chapter 24 Being Where It Counts -- Telling Paragon Bots Where to Go / chapter 25 Combat Outcome Prediction for Real-Time Strategy Games / chapter 26 Guide to Effective Auto-Generated Spatial Queries / chapter 27 The Role of Time in Spatio-Temporal Reasoning -- Three Examples from Tower Defense / chapter 28 Pitfalls and Solutions When Using Monte Carlo Tree Search for Strategy and Tactical Games / chapter 29 Petri Nets and AI Arbitration / chapter 30 Hierarchical Portfolio Search in Prismata / section V Character Behavior -- chapter 31 Behavior Decision System -- Dragon Age Inquisitions Utility Scoring Architecture / chapter 32 Paragon Bots -- A Bag of Tricks / chapter 33 Using Your Combat AI Accuracy to Balance Difficulty / chapter 34 1000 NPCs at 60 FPS / chapter 35 Ambient Interactions -- Improving Believability by Leveraging Rule-Based AI / chapter 36 Stochastic Grammars -- Not Just for Words! / chapter 37 Simulating Character Knowledge Phenomena in Talk of the Town / section VI Odds and Ends -- chapter 38 Procedural Level and Story Generation Using Tag-Based Content Selection / chapter 39 Recommendation Systems in Games / chapter 40 Vintage Random Number Generators / chapter 41 Leveraging Plausibility Orderings to Achieve Extremely Efficient Data Compression / chapter 42 Building Custom Static Checkers Using Declarative Programming / |
ctrlnum | (OCoLC)1082243414 |
dewey-full | 794.8/1526 |
dewey-hundreds | 700 - The arts |
dewey-ones | 794 - Indoor games of skill |
dewey-raw | 794.8/1526 |
dewey-search | 794.8/1526 |
dewey-sort | 3794.8 41526 |
dewey-tens | 790 - Recreational and performing arts |
discipline | Sport |
edition | First edition. |
format | Electronic eBook |
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edition.</subfield></datafield><datafield tag="264" ind1=" " ind2="1"><subfield code="a">Boca Raton, FL :</subfield><subfield code="b">CRC Press, an imprint of A K Peters/CRC Press,</subfield><subfield code="c">2017.</subfield></datafield><datafield tag="300" ind1=" " ind2=" "><subfield code="a">1 online resource (540 pages) :</subfield><subfield code="b">136 illustrations</subfield></datafield><datafield tag="336" ind1=" " ind2=" "><subfield code="a">text</subfield><subfield code="b">txt</subfield><subfield code="2">rdacontent</subfield></datafield><datafield tag="337" ind1=" " ind2=" "><subfield code="a">computer</subfield><subfield code="b">c</subfield><subfield code="2">rdamedia</subfield></datafield><datafield tag="338" ind1=" " ind2=" "><subfield code="a">online resource</subfield><subfield code="b">cr</subfield><subfield code="2">rdacarrier</subfield></datafield><datafield tag="505" ind1="0" ind2="0"><subfield code="t">Section I General Wisdom --</subfield><subfield code="t">chapter 1 The Illusion of Intelligence /</subfield><subfield code="r">Steve Rabin --</subfield><subfield code="t">chapter 2 Creating the Past, Present, and Future with Random Walks /</subfield><subfield code="r">John Manslow --</subfield><subfield code="t">chapter 3 Logging Visualization in FINAL FANTASY XV /</subfield><subfield code="r">Matthew W. Johnson --</subfield><subfield code="t">chapter 4 What You See Is Not What You Get /</subfield><subfield code="r">Baylor Wetzel --</subfield><subfield code="t">chapter 5 Six Factory System Tricks for Extensibility and Library Reuse /</subfield><subfield code="r">Kevin Dill --</subfield><subfield code="t">chapter 6 Debugging AI with Instant In-Game Scrubbing /</subfield><subfield code="r">David Young --</subfield><subfield code="t">chapter 7 But, It Worked on My Machine! How to Build Robust AI for Your Game /</subfield><subfield code="r">Sergio Ocio Barriales --</subfield><subfield code="t">section II Architecture --</subfield><subfield code="t">chapter 8 Modular AI /</subfield><subfield code="r">Kevin Dill --</subfield><subfield code="t">chapter 9 Overcoming Pitfalls in Behavior Tree Design /</subfield><subfield code="r">Anthony Francis --</subfield><subfield code="t">chapter 10 From Behavior to Animation --</subfield><subfield code="t">A Reactive AI Architecture for Networked First-Person Shooter Games /</subfield><subfield code="r">Sumeet Jakatdar --</subfield><subfield code="t">chapter 11 A Character Decision-Making System for FINAL FANTASY XV by Combining Behavior Trees and State Machines /</subfield><subfield code="r">Youichiro Miyake --</subfield><subfield code="t">chapter 12 A Reusable, Light-Weight Finite-State Machine /</subfield><subfield code="r">David "Rez" Graham --</subfield><subfield code="t">chapter 13 Choosing Effective Utility-Based Considerations /</subfield><subfield code="r">Mike Lewis --</subfield><subfield code="t">chapter 14 Combining Scripted Behavior with Game Tree Search for Stronger, More Robust Game AI /</subfield><subfield code="r">Barriga Nicolas A. --</subfield><subfield code="t">section III Movement and Pathfinding --</subfield><subfield code="t">chapter 15 Steering against Complex Vehicles in Assassins Creed Syndicate /</subfield><subfield code="r">Eric Martel --</subfield><subfield code="t">chapter 16 Predictive Animation Control Using Simulations and Fitted Models /</subfield><subfield code="r">Ingimar Hólm Guðmundsson --</subfield><subfield code="t">chapter 17 Fast Cars, Big City --</subfield><subfield code="t">The AI of Driver San Francisco /</subfield><subfield code="r">Chris Jenner --</subfield><subfield code="t">chapter 18 A Unified Theory of Locomotion /</subfield><subfield code="r">Graham Pentheny --</subfield><subfield code="t">chapter 19 RVO and ORCA --</subfield><subfield code="t">How They Really Work /</subfield><subfield code="r">Ben Sunshine-Hill --</subfield><subfield code="t">chapter 20 Optimization for Smooth Paths /</subfield><subfield code="r">Mark Langerak --</subfield><subfield code="t">chapter 21 3D Flight Navigation Using Sparse Voxel Octrees /</subfield><subfield code="r">Daniel Brewer --</subfield><subfield code="t">chapter 22 Faster A* with Goal Bounding /</subfield><subfield code="r">Steve Rabin --</subfield><subfield code="t">chapter 23 Faster Dijkstra Search on Uniform Cost Grids /</subfield><subfield code="r">Nathan R. Sturtevant --</subfield><subfield code="t">section IV Tactics and Strategy --</subfield><subfield code="t">chapter 24 Being Where It Counts --</subfield><subfield code="t">Telling Paragon Bots Where to Go /</subfield><subfield code="r">Mieszko Zielin ́ski --</subfield><subfield code="t">chapter 25 Combat Outcome Prediction for Real-Time Strategy Games /</subfield><subfield code="r">Marius Stanescu --</subfield><subfield code="t">chapter 26 Guide to Effective Auto-Generated Spatial Queries /</subfield><subfield code="r">Eric Johnson --</subfield><subfield code="t">chapter 27 The Role of Time in Spatio-Temporal Reasoning --</subfield><subfield code="t">Three Examples from Tower Defense /</subfield><subfield code="r">Baylor Wetzel --</subfield><subfield code="t">chapter 28 Pitfalls and Solutions When Using Monte Carlo Tree Search for Strategy and Tactical Games /</subfield><subfield code="r">Gijs-Jan Roelofs --</subfield><subfield code="t">chapter 29 Petri Nets and AI Arbitration /</subfield><subfield code="r">Sergio Ocio Barriales --</subfield><subfield code="t">chapter 30 Hierarchical Portfolio Search in Prismata /</subfield><subfield code="r">David Churchill --</subfield><subfield code="t">section V Character Behavior --</subfield><subfield code="t">chapter 31 Behavior Decision System --</subfield><subfield code="t">Dragon Age Inquisitions Utility Scoring Architecture /</subfield><subfield code="r">Sebastian Hanlon --</subfield><subfield code="t">chapter 32 Paragon Bots --</subfield><subfield code="t">A Bag of Tricks /</subfield><subfield code="r">Mieszko Zielin ski --</subfield><subfield code="t">chapter 33 Using Your Combat AI Accuracy to Balance Difficulty /</subfield><subfield code="r">Sergio Ocio Barriales --</subfield><subfield code="t">chapter 34 1000 NPCs at 60 FPS /</subfield><subfield code="r">Robert Zubek --</subfield><subfield code="t">chapter 35 Ambient Interactions --</subfield><subfield code="t">Improving Believability by Leveraging Rule-Based AI /</subfield><subfield code="r">Hendrik Skubch --</subfield><subfield code="t">chapter 36 Stochastic Grammars --</subfield><subfield code="t">Not Just for Words! /</subfield><subfield code="r">Mike Lewis --</subfield><subfield code="t">chapter 37 Simulating Character Knowledge Phenomena in Talk of the Town /</subfield><subfield code="r">James Ryan --</subfield><subfield code="t">section VI Odds and Ends --</subfield><subfield code="t">chapter 38 Procedural Level and Story Generation Using Tag-Based Content Selection /</subfield><subfield code="r">Jurie Horneman --</subfield><subfield code="t">chapter 39 Recommendation Systems in Games /</subfield><subfield code="r">Ben G. Weber --</subfield><subfield code="t">chapter 40 Vintage Random Number Generators /</subfield><subfield code="r">Éric Jacopin --</subfield><subfield code="t">chapter 41 Leveraging Plausibility Orderings to Achieve Extremely Efficient Data Compression /</subfield><subfield code="r">Rollason Jeff --</subfield><subfield code="t">chapter 42 Building Custom Static Checkers Using Declarative Programming /</subfield><subfield code="r">Ian Horswill.</subfield></datafield><datafield tag="520" ind1="3" ind2=" "><subfield code="a">Game AI Pro3: Collected Wisdom of Game AI Professionals presents state-of-the-art tips, tricks, and techniques drawn from developers of shipped commercial games as well as some of the best-known academics in the field. This book acts as a toolbox of proven techniques coupled with the newest advances in game AI. 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id | ZDB-4-EBA-on1082243414 |
illustrated | Illustrated |
indexdate | 2024-11-27T13:29:18Z |
institution | BVB |
institution_GND | http://id.loc.gov/authorities/names/n80007653 |
isbn | 9781315151700 1315151707 9781498742597 1498742599 9781351647748 1351647741 |
language | English |
oclc_num | 1082243414 |
open_access_boolean | |
owner | MAIN DE-863 DE-BY-FWS |
owner_facet | MAIN DE-863 DE-BY-FWS |
physical | 1 online resource (540 pages) : 136 illustrations |
psigel | ZDB-4-EBA |
publishDate | 2017 |
publishDateSearch | 2017 |
publishDateSort | 2017 |
publisher | CRC Press, an imprint of A K Peters/CRC Press, |
record_format | marc |
spelling | Game AI pro 3 : collected wisdom of game AI professionals / edited by Steve Rabin. First edition. Boca Raton, FL : CRC Press, an imprint of A K Peters/CRC Press, 2017. 1 online resource (540 pages) : 136 illustrations text txt rdacontent computer c rdamedia online resource cr rdacarrier Section I General Wisdom -- chapter 1 The Illusion of Intelligence / Steve Rabin -- chapter 2 Creating the Past, Present, and Future with Random Walks / John Manslow -- chapter 3 Logging Visualization in FINAL FANTASY XV / Matthew W. Johnson -- chapter 4 What You See Is Not What You Get / Baylor Wetzel -- chapter 5 Six Factory System Tricks for Extensibility and Library Reuse / Kevin Dill -- chapter 6 Debugging AI with Instant In-Game Scrubbing / David Young -- chapter 7 But, It Worked on My Machine! How to Build Robust AI for Your Game / Sergio Ocio Barriales -- section II Architecture -- chapter 8 Modular AI / Kevin Dill -- chapter 9 Overcoming Pitfalls in Behavior Tree Design / Anthony Francis -- chapter 10 From Behavior to Animation -- A Reactive AI Architecture for Networked First-Person Shooter Games / Sumeet Jakatdar -- chapter 11 A Character Decision-Making System for FINAL FANTASY XV by Combining Behavior Trees and State Machines / Youichiro Miyake -- chapter 12 A Reusable, Light-Weight Finite-State Machine / David "Rez" Graham -- chapter 13 Choosing Effective Utility-Based Considerations / Mike Lewis -- chapter 14 Combining Scripted Behavior with Game Tree Search for Stronger, More Robust Game AI / Barriga Nicolas A. -- section III Movement and Pathfinding -- chapter 15 Steering against Complex Vehicles in Assassins Creed Syndicate / Eric Martel -- chapter 16 Predictive Animation Control Using Simulations and Fitted Models / Ingimar Hólm Guðmundsson -- chapter 17 Fast Cars, Big City -- The AI of Driver San Francisco / Chris Jenner -- chapter 18 A Unified Theory of Locomotion / Graham Pentheny -- chapter 19 RVO and ORCA -- How They Really Work / Ben Sunshine-Hill -- chapter 20 Optimization for Smooth Paths / Mark Langerak -- chapter 21 3D Flight Navigation Using Sparse Voxel Octrees / Daniel Brewer -- chapter 22 Faster A* with Goal Bounding / Steve Rabin -- chapter 23 Faster Dijkstra Search on Uniform Cost Grids / Nathan R. Sturtevant -- section IV Tactics and Strategy -- chapter 24 Being Where It Counts -- Telling Paragon Bots Where to Go / Mieszko Zielin ́ski -- chapter 25 Combat Outcome Prediction for Real-Time Strategy Games / Marius Stanescu -- chapter 26 Guide to Effective Auto-Generated Spatial Queries / Eric Johnson -- chapter 27 The Role of Time in Spatio-Temporal Reasoning -- Three Examples from Tower Defense / Baylor Wetzel -- chapter 28 Pitfalls and Solutions When Using Monte Carlo Tree Search for Strategy and Tactical Games / Gijs-Jan Roelofs -- chapter 29 Petri Nets and AI Arbitration / Sergio Ocio Barriales -- chapter 30 Hierarchical Portfolio Search in Prismata / David Churchill -- section V Character Behavior -- chapter 31 Behavior Decision System -- Dragon Age Inquisitions Utility Scoring Architecture / Sebastian Hanlon -- chapter 32 Paragon Bots -- A Bag of Tricks / Mieszko Zielin ski -- chapter 33 Using Your Combat AI Accuracy to Balance Difficulty / Sergio Ocio Barriales -- chapter 34 1000 NPCs at 60 FPS / Robert Zubek -- chapter 35 Ambient Interactions -- Improving Believability by Leveraging Rule-Based AI / Hendrik Skubch -- chapter 36 Stochastic Grammars -- Not Just for Words! / Mike Lewis -- chapter 37 Simulating Character Knowledge Phenomena in Talk of the Town / James Ryan -- section VI Odds and Ends -- chapter 38 Procedural Level and Story Generation Using Tag-Based Content Selection / Jurie Horneman -- chapter 39 Recommendation Systems in Games / Ben G. Weber -- chapter 40 Vintage Random Number Generators / Éric Jacopin -- chapter 41 Leveraging Plausibility Orderings to Achieve Extremely Efficient Data Compression / Rollason Jeff -- chapter 42 Building Custom Static Checkers Using Declarative Programming / Ian Horswill. Game AI Pro3: Collected Wisdom of Game AI Professionals presents state-of-the-art tips, tricks, and techniques drawn from developers of shipped commercial games as well as some of the best-known academics in the field. This book acts as a toolbox of proven techniques coupled with the newest advances in game AI. These techniques can be applied to almost any game and include topics such as behavior trees, utility theory, path planning, character behavior, and tactical reasoning. Legal Deposit; Only available on premises controlled by the deposit library and to one user at any one time; The Legal Deposit Libraries (Non-Print Works) Regulations (UK). WlAbNL Artificial intelligence. http://id.loc.gov/authorities/subjects/sh85008180 Video games Design. http://id.loc.gov/authorities/subjects/sh2006004108 Video games Programming. http://id.loc.gov/authorities/subjects/sh95003476 Artificial Intelligence https://id.nlm.nih.gov/mesh/D001185 Intelligence artificielle. Jeux vidéo Conception. Jeux vidéo Programmation. artificial intelligence. aat Artificial intelligence fast Computer games Design fast Video games Programming fast Rabin, Steve, editor. CRC Press. http://id.loc.gov/authorities/names/n80007653 has work: Game AI Pro 3 (Text) https://id.oclc.org/worldcat/entity/E39PCGkj9TBfgk7yDqpcf8qDG3 https://id.oclc.org/worldcat/ontology/hasWork Print version: 9781498742580 FWS01 ZDB-4-EBA FWS_PDA_EBA https://search.ebscohost.com/login.aspx?direct=true&scope=site&db=nlebk&AN=1769526 Volltext |
spellingShingle | Game AI pro 3 : collected wisdom of game AI professionals / Section I General Wisdom -- chapter 1 The Illusion of Intelligence / chapter 2 Creating the Past, Present, and Future with Random Walks / chapter 3 Logging Visualization in FINAL FANTASY XV / chapter 4 What You See Is Not What You Get / chapter 5 Six Factory System Tricks for Extensibility and Library Reuse / chapter 6 Debugging AI with Instant In-Game Scrubbing / chapter 7 But, It Worked on My Machine! How to Build Robust AI for Your Game / section II Architecture -- chapter 8 Modular AI / chapter 9 Overcoming Pitfalls in Behavior Tree Design / chapter 10 From Behavior to Animation -- A Reactive AI Architecture for Networked First-Person Shooter Games / chapter 11 A Character Decision-Making System for FINAL FANTASY XV by Combining Behavior Trees and State Machines / chapter 12 A Reusable, Light-Weight Finite-State Machine / chapter 13 Choosing Effective Utility-Based Considerations / chapter 14 Combining Scripted Behavior with Game Tree Search for Stronger, More Robust Game AI / section III Movement and Pathfinding -- chapter 15 Steering against Complex Vehicles in Assassins Creed Syndicate / chapter 16 Predictive Animation Control Using Simulations and Fitted Models / chapter 17 Fast Cars, Big City -- The AI of Driver San Francisco / chapter 18 A Unified Theory of Locomotion / chapter 19 RVO and ORCA -- How They Really Work / chapter 20 Optimization for Smooth Paths / chapter 21 3D Flight Navigation Using Sparse Voxel Octrees / chapter 22 Faster A* with Goal Bounding / chapter 23 Faster Dijkstra Search on Uniform Cost Grids / section IV Tactics and Strategy -- chapter 24 Being Where It Counts -- Telling Paragon Bots Where to Go / chapter 25 Combat Outcome Prediction for Real-Time Strategy Games / chapter 26 Guide to Effective Auto-Generated Spatial Queries / chapter 27 The Role of Time in Spatio-Temporal Reasoning -- Three Examples from Tower Defense / chapter 28 Pitfalls and Solutions When Using Monte Carlo Tree Search for Strategy and Tactical Games / chapter 29 Petri Nets and AI Arbitration / chapter 30 Hierarchical Portfolio Search in Prismata / section V Character Behavior -- chapter 31 Behavior Decision System -- Dragon Age Inquisitions Utility Scoring Architecture / chapter 32 Paragon Bots -- A Bag of Tricks / chapter 33 Using Your Combat AI Accuracy to Balance Difficulty / chapter 34 1000 NPCs at 60 FPS / chapter 35 Ambient Interactions -- Improving Believability by Leveraging Rule-Based AI / chapter 36 Stochastic Grammars -- Not Just for Words! / chapter 37 Simulating Character Knowledge Phenomena in Talk of the Town / section VI Odds and Ends -- chapter 38 Procedural Level and Story Generation Using Tag-Based Content Selection / chapter 39 Recommendation Systems in Games / chapter 40 Vintage Random Number Generators / chapter 41 Leveraging Plausibility Orderings to Achieve Extremely Efficient Data Compression / chapter 42 Building Custom Static Checkers Using Declarative Programming / Artificial intelligence. http://id.loc.gov/authorities/subjects/sh85008180 Video games Design. http://id.loc.gov/authorities/subjects/sh2006004108 Video games Programming. http://id.loc.gov/authorities/subjects/sh95003476 Artificial Intelligence https://id.nlm.nih.gov/mesh/D001185 Intelligence artificielle. Jeux vidéo Conception. Jeux vidéo Programmation. artificial intelligence. aat Artificial intelligence fast Computer games Design fast Video games Programming fast |
subject_GND | http://id.loc.gov/authorities/subjects/sh85008180 http://id.loc.gov/authorities/subjects/sh2006004108 http://id.loc.gov/authorities/subjects/sh95003476 https://id.nlm.nih.gov/mesh/D001185 |
title | Game AI pro 3 : collected wisdom of game AI professionals / |
title_alt | Section I General Wisdom -- chapter 1 The Illusion of Intelligence / chapter 2 Creating the Past, Present, and Future with Random Walks / chapter 3 Logging Visualization in FINAL FANTASY XV / chapter 4 What You See Is Not What You Get / chapter 5 Six Factory System Tricks for Extensibility and Library Reuse / chapter 6 Debugging AI with Instant In-Game Scrubbing / chapter 7 But, It Worked on My Machine! How to Build Robust AI for Your Game / section II Architecture -- chapter 8 Modular AI / chapter 9 Overcoming Pitfalls in Behavior Tree Design / chapter 10 From Behavior to Animation -- A Reactive AI Architecture for Networked First-Person Shooter Games / chapter 11 A Character Decision-Making System for FINAL FANTASY XV by Combining Behavior Trees and State Machines / chapter 12 A Reusable, Light-Weight Finite-State Machine / chapter 13 Choosing Effective Utility-Based Considerations / chapter 14 Combining Scripted Behavior with Game Tree Search for Stronger, More Robust Game AI / section III Movement and Pathfinding -- chapter 15 Steering against Complex Vehicles in Assassins Creed Syndicate / chapter 16 Predictive Animation Control Using Simulations and Fitted Models / chapter 17 Fast Cars, Big City -- The AI of Driver San Francisco / chapter 18 A Unified Theory of Locomotion / chapter 19 RVO and ORCA -- How They Really Work / chapter 20 Optimization for Smooth Paths / chapter 21 3D Flight Navigation Using Sparse Voxel Octrees / chapter 22 Faster A* with Goal Bounding / chapter 23 Faster Dijkstra Search on Uniform Cost Grids / section IV Tactics and Strategy -- chapter 24 Being Where It Counts -- Telling Paragon Bots Where to Go / chapter 25 Combat Outcome Prediction for Real-Time Strategy Games / chapter 26 Guide to Effective Auto-Generated Spatial Queries / chapter 27 The Role of Time in Spatio-Temporal Reasoning -- Three Examples from Tower Defense / chapter 28 Pitfalls and Solutions When Using Monte Carlo Tree Search for Strategy and Tactical Games / chapter 29 Petri Nets and AI Arbitration / chapter 30 Hierarchical Portfolio Search in Prismata / section V Character Behavior -- chapter 31 Behavior Decision System -- Dragon Age Inquisitions Utility Scoring Architecture / chapter 32 Paragon Bots -- A Bag of Tricks / chapter 33 Using Your Combat AI Accuracy to Balance Difficulty / chapter 34 1000 NPCs at 60 FPS / chapter 35 Ambient Interactions -- Improving Believability by Leveraging Rule-Based AI / chapter 36 Stochastic Grammars -- Not Just for Words! / chapter 37 Simulating Character Knowledge Phenomena in Talk of the Town / section VI Odds and Ends -- chapter 38 Procedural Level and Story Generation Using Tag-Based Content Selection / chapter 39 Recommendation Systems in Games / chapter 40 Vintage Random Number Generators / chapter 41 Leveraging Plausibility Orderings to Achieve Extremely Efficient Data Compression / chapter 42 Building Custom Static Checkers Using Declarative Programming / |
title_auth | Game AI pro 3 : collected wisdom of game AI professionals / |
title_exact_search | Game AI pro 3 : collected wisdom of game AI professionals / |
title_full | Game AI pro 3 : collected wisdom of game AI professionals / edited by Steve Rabin. |
title_fullStr | Game AI pro 3 : collected wisdom of game AI professionals / edited by Steve Rabin. |
title_full_unstemmed | Game AI pro 3 : collected wisdom of game AI professionals / edited by Steve Rabin. |
title_short | Game AI pro 3 : |
title_sort | game ai pro 3 collected wisdom of game ai professionals |
title_sub | collected wisdom of game AI professionals / |
topic | Artificial intelligence. http://id.loc.gov/authorities/subjects/sh85008180 Video games Design. http://id.loc.gov/authorities/subjects/sh2006004108 Video games Programming. http://id.loc.gov/authorities/subjects/sh95003476 Artificial Intelligence https://id.nlm.nih.gov/mesh/D001185 Intelligence artificielle. Jeux vidéo Conception. Jeux vidéo Programmation. artificial intelligence. aat Artificial intelligence fast Computer games Design fast Video games Programming fast |
topic_facet | Artificial intelligence. Video games Design. Video games Programming. Artificial Intelligence Intelligence artificielle. Jeux vidéo Conception. Jeux vidéo Programmation. artificial intelligence. Artificial intelligence Computer games Design Video games Programming |
url | https://search.ebscohost.com/login.aspx?direct=true&scope=site&db=nlebk&AN=1769526 |
work_keys_str_mv | AT rabinsteve gameaipro3collectedwisdomofgameaiprofessionals AT crcpress gameaipro3collectedwisdomofgameaiprofessionals |