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· 분류 : 외국도서 > 컴퓨터 > 프로그래밍 > 게임
· ISBN : 9781466565968
· 쪽수 : 628쪽
· 출판일 : 2013-09-11
목차
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
Jarosław Ciupi?ski
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