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:
Bibliographische Detailangaben
Weitere Verfasser: Rabin, Steve (HerausgeberIn)
Format: Buch
Sprache:English
Veröffentlicht: Boca Raton ; London ; New York CRC Press [2020]
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Inhaltsangabe:
  • 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