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Game AI Pro 2: Collected Wisdom of Game AI Professionals

Game AI Pro 2: Collected Wisdom of Game AI Professionals (Hardcover)

Steven Rabin (엮은이)
A K Peters Ltd
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Game AI Pro 2: Collected Wisdom of Game AI Professionals
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책 정보

· 제목 : Game AI Pro 2: Collected Wisdom of Game AI Professionals (Hardcover) 
· 분류 : 외국도서 > 컴퓨터 > 컴퓨터 그래픽
· ISBN : 9781482254792
· 쪽수 : 578쪽
· 출판일 : 2015-04-24

목차

General Wisdom
Game AI Appreciation, Revisited; Mike Lewis and Kevin Dill
Combat Dialogue in FEAR: The Illusion of Communication; Jeff Orkin
Dual-Utility Reasoning; Kevin Dill
Vision Zones and Object Identification Certainty; Steve Rabin
Agent Reaction Time: How Fast Should an AI React?; Steve Rabin
Preventing Animation Twinning Using a Simple Blackboard; Michael Dawe

Architecture
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 Cloderic Mars
Separation of Concerns Architecture for AI and Animation; Bobby Anguelov
Optimizing Practical Planning for Game AI; Eric Jacopin

Movement And Pathfinding
JPS+: An Extreme A* Speed Optimization for Static Uniform Cost Grids; Steve Rabin and Fernando Silva
Subgoal Graphs for Fast Optimal Pathfinding; Tansel Uras and Sven Koenig
Theta* for Any-Angle Pathfinding; Alex Nash and Sven Koenig
Advanced Techniques for Robust, Efficient Crowds; Graham Pentheny
Context Steering: Behavior-Driven Steering at the Macro Scale; Andrew Fray
Guide to Anticipatory Collision Avoidance; Stephen J. Guy and Ioannis Karamouzas
Hierarchical Architecture for Group Navigation Behaviors; Cloderic Mars and Jeremy Chanut
Dynamic Obstacle Navigation in Fuse; Jan Muller

Applied Search Techniques
Introduction to Search for Games; Nathan R. Sturtevant
Personality Reinforced Search for Mobile Strategy Games; Miguel A. Nieves
Interest Search: A Faster Minimax; Jeff Rollason
Monte Carlo Tree Search and Related Algorithms for Games; Nathan R. Sturtevant
Rolling Your Own Finite-Domain Constraint Solver; Leif Foged and Ian Horswill

Tactics, Strategy, and Spatial Awareness
Looking for Trouble: Making NPCs Search Realistically; Rich Welsh
Modeling Perception and Awareness in Tom Clancy’s Splinter Cell Blacklist ; Martin Walsh
Escaping the Grid: Infinite-Resolution Influence Mapping; Mike Lewis
Modular Tactical Influence Maps; Dave Mark
Spatial Reasoning for Strategic Decision Making; Kevin Dill
Extending the Spatial Coverage of a Voxel-Based Navigation Mesh; Kevin A. Kirst

Character Behavior
Infected AI in The Last of Us; Mark Botta
Human Enemy AI in The Last of Us; Travis McIntosh
Ellie: Buddy AI in The Last of Us; Max Dyckhoff
Realizing NPCs: Animation and Behavior Control for Believable Characters; Jeet Shroff
Using Queues to Model a Merchant’s Inventory; John Manslow
Psychologically Plausible Methods for Character Behavior Design; Phil Carlisle

Analytics, Content Generation, and Experience Management
Analytics-Based AI Techniques for a Better Gaming Experience; Truong-Huy D. Nguyen, Zhengxing Chen, and Magy Seif El-Nasr
Procedural Content Generation: An Overview; Gillian Smith
Simulation Principles from Dwarf Fortress; Tarn Adams
Techniques for AI-Driven Experience Management in Interactive Narratives; Vadim Bulitko, Greg Lee, Sergio Poo Hernandez, Alejandro Ramirez, and David Thue
Index

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