Collected Wisdom of Game AI Professionals

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Opis: Collected Wisdom of Game AI Professionals

Successful games merge art and technology in truly unique ways. Fused under tight production deadlines and strict performance requirements, shaped by demanding player expectations, games are among the most complex software projects created today. Game AI Pro: Collected Wisdom of Game AI Professionals covers both the art and the technology of game AI. Nothing covered is theory or guesswork. The book brings together the accumulated wisdom, cutting-edge ideas, and clever tricks and techniques of 54 of today's top game AI professionals. Some chapters present techniques that have been developed and passed down within the community for years while others discuss the most exciting new research and ideas from today's most innovative games. The book includes core algorithms that you'll need to succeed, such as behavior trees, utility theory, spatial representation, path planning, motion control, and tactical reasoning. It also describes tricks and techniques that will truly bring your game to life, including perception systems, social modeling, smart camera systems, player prediction, and even an AI sound designer. Throughout, the book discusses the optimizations and performance enhancements that enable your game to run while maintaining 60 frames per second.General Wisdom What Is Game AI? Kevin Dill Informing Game AI through the Study of Neurology Brett Laming Advanced Randomness Techniques for Game AI: Gaussian Randomness, Filtered Randomness, and Perlin Noise Steve Rabin, Jay Goldblatt, and Fernando Silva 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 Cote Exploring HTN Planners through Example Troy Humphreys Hierarchical Plan-Space Planning for Multiunit Combat Maneuvers William van der Sterren Phenomenal AI 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 Movement and Pathfinding Pathfinding Architecture Optimizations Steve Rabin and Nathan Sturtevant Choosing a Search Space Representation Nathan R. Sturtevant Creating High-Order Navigation Meshes through Iterative Wavefront Edge Expansions D. Hunter Hale and G. Michael Youngblood Precomputed Pathfinding for Large and Detailed Worlds on MMO Servers Fabien Gravot, Takanori Yokoyama, and Youichiro Miyake Techniques for Formation Movement using Steering Circles Stephen Bjore Collision Avoidance for Preplanned Locomotion Bobby Anguelov Crowd Pathfinding and Steering Using Flow Field Tiles Elijah Emerson Efficient Crowd Simulation for Mobile Games Graham Pentheny Animation-Driven Locomotion with Locomotion Planning Jaroslaw Ciupinski Strategy and Tactics Tactical Position Selection: An Architecture and Query Language Matthew Jack Tactical Pathfinding on a NavMesh Daniel Brewer Beyond the Kung-Fu Circle: A Flexible System for Managing NPC Attacks Michael Dawe Hierarchical AI for Multiplayer Bots in Killzone 3 Remco Straatman, Tim Verweij, Alex Champandard, Robert Morcus, and Hylke Kleve Using Neural Networks to Control Agent Threat Response Michael Robbins Agent Awareness and Knowledge Representation Crytek's Target Tracks Perception System Rich Welsh How to Catch a Ninja: NPC Awareness in a 2D Stealth Platformer Brook Miles Asking the Environment Smart Questions Mieszko Zielinski A Simple and Robust Knowledge Representation System Phil Carlisle A Simple and Practical Social Dynamics System Phil Carlisle Breathing Life into Your Background Characters David "Rez" Graham Alibi Generation: Fooling All the Players All the Time Ben Sunshine-Hill Racing An Architecture Overview for AI in Racing Games Simon Tomlinson and Nic Melder Representing and Driving a Race Track for AI Controlled Vehicles Simon Tomlinson and Nic Melder Racing Vehicle Control Systems using PID Controllers Nic Melder and Simon Tomlinson The Heat Vision System for Racing AI: A Novel Way to Determine Optimal Track Positioning Nic Melder A Rubber-Banding System for Gameplay and Race Management Nic Melder Odds and Ends An Architecture for Character-Rich Social Simulation Michael Mateas and Josh McCoy A Control-Based Architecture for Animal Behavior Michael Ramsey Introduction to GPGPU for AI Conan Bourke and Tomasz Bednarz Creating Dynamic Soundscapes Using an Artificial Sound Designer Simon Franco Tips and Tricks for a Robust Third-Person Camera System Eric Martel Implementing N-Grams for Player Prediction, Procedural Generation, and Stylized AI Joseph Vasquez II


Szczegóły: Collected Wisdom of Game AI Professionals

Tytuł: Collected Wisdom of Game AI Professionals
Producent: A K Peters Ltd.
ISBN: 9781466565968
Rok produkcji: 2013
Ilość stron: 626
Oprawa: Twarda
Waga: 1.26 kg


Recenzje: Collected Wisdom of Game AI Professionals

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Przypomnij hasło
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Collected Wisdom of Game AI Professionals

Successful games merge art and technology in truly unique ways. Fused under tight production deadlines and strict performance requirements, shaped by demanding player expectations, games are among the most complex software projects created today. Game AI Pro: Collected Wisdom of Game AI Professionals covers both the art and the technology of game AI. Nothing covered is theory or guesswork. The book brings together the accumulated wisdom, cutting-edge ideas, and clever tricks and techniques of 54 of today's top game AI professionals. Some chapters present techniques that have been developed and passed down within the community for years while others discuss the most exciting new research and ideas from today's most innovative games. The book includes core algorithms that you'll need to succeed, such as behavior trees, utility theory, spatial representation, path planning, motion control, and tactical reasoning. It also describes tricks and techniques that will truly bring your game to life, including perception systems, social modeling, smart camera systems, player prediction, and even an AI sound designer. Throughout, the book discusses the optimizations and performance enhancements that enable your game to run while maintaining 60 frames per second.General Wisdom What Is Game AI? Kevin Dill Informing Game AI through the Study of Neurology Brett Laming Advanced Randomness Techniques for Game AI: Gaussian Randomness, Filtered Randomness, and Perlin Noise Steve Rabin, Jay Goldblatt, and Fernando Silva 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 Cote Exploring HTN Planners through Example Troy Humphreys Hierarchical Plan-Space Planning for Multiunit Combat Maneuvers William van der Sterren Phenomenal AI 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 Movement and Pathfinding Pathfinding Architecture Optimizations Steve Rabin and Nathan Sturtevant Choosing a Search Space Representation Nathan R. Sturtevant Creating High-Order Navigation Meshes through Iterative Wavefront Edge Expansions D. Hunter Hale and G. Michael Youngblood Precomputed Pathfinding for Large and Detailed Worlds on MMO Servers Fabien Gravot, Takanori Yokoyama, and Youichiro Miyake Techniques for Formation Movement using Steering Circles Stephen Bjore Collision Avoidance for Preplanned Locomotion Bobby Anguelov Crowd Pathfinding and Steering Using Flow Field Tiles Elijah Emerson Efficient Crowd Simulation for Mobile Games Graham Pentheny Animation-Driven Locomotion with Locomotion Planning Jaroslaw Ciupinski Strategy and Tactics Tactical Position Selection: An Architecture and Query Language Matthew Jack Tactical Pathfinding on a NavMesh Daniel Brewer Beyond the Kung-Fu Circle: A Flexible System for Managing NPC Attacks Michael Dawe Hierarchical AI for Multiplayer Bots in Killzone 3 Remco Straatman, Tim Verweij, Alex Champandard, Robert Morcus, and Hylke Kleve Using Neural Networks to Control Agent Threat Response Michael Robbins Agent Awareness and Knowledge Representation Crytek's Target Tracks Perception System Rich Welsh How to Catch a Ninja: NPC Awareness in a 2D Stealth Platformer Brook Miles Asking the Environment Smart Questions Mieszko Zielinski A Simple and Robust Knowledge Representation System Phil Carlisle A Simple and Practical Social Dynamics System Phil Carlisle Breathing Life into Your Background Characters David "Rez" Graham Alibi Generation: Fooling All the Players All the Time Ben Sunshine-Hill Racing An Architecture Overview for AI in Racing Games Simon Tomlinson and Nic Melder Representing and Driving a Race Track for AI Controlled Vehicles Simon Tomlinson and Nic Melder Racing Vehicle Control Systems using PID Controllers Nic Melder and Simon Tomlinson The Heat Vision System for Racing AI: A Novel Way to Determine Optimal Track Positioning Nic Melder A Rubber-Banding System for Gameplay and Race Management Nic Melder Odds and Ends An Architecture for Character-Rich Social Simulation Michael Mateas and Josh McCoy A Control-Based Architecture for Animal Behavior Michael Ramsey Introduction to GPGPU for AI Conan Bourke and Tomasz Bednarz Creating Dynamic Soundscapes Using an Artificial Sound Designer Simon Franco Tips and Tricks for a Robust Third-Person Camera System Eric Martel Implementing N-Grams for Player Prediction, Procedural Generation, and Stylized AI Joseph Vasquez II

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Cena 260,00 PLN
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Wysyłka: Niedostępna
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Szczegóły: Collected Wisdom of Game AI Professionals

Tytuł: Collected Wisdom of Game AI Professionals
Producent: A K Peters Ltd.
ISBN: 9781466565968
Rok produkcji: 2013
Ilość stron: 626
Oprawa: Twarda
Waga: 1.26 kg


Recenzje: Collected Wisdom of Game AI Professionals

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