Game AI Uncovered (eBook)

Volume Three
Artikelnummer: 978-1-040-26797-4
Einband: PDF
Verfügbarkeit: Download, sofort verfügbar (Link per E-Mail)
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Game AI Uncovered: Volume Three continues the series with another collection of chapters from 18 of the top game AI professionals and researchers, from around the world. Each chapter includes wisdom, ideas, tips, and tricks that were used in the development of video games.

The techniques discussed in these pages cover the underlying development of a wide array of published titles, including Watch Dogs: Legion, City of Gangsters, Eve: Valkyrie, Firefall, The Persistence, Advance Soccer, Alpha Beta Gunner, and Luna Abyss.

Contained within this volume are insights that cover a host of different areas within game AI, including vehicle AI, simulating social norms, AI spawning fundamentals, pathfinding, creation of characters using components, animation-driven behaviour, tactical positioning in football, automated testing, abstract pattern matching, and machine learning for games.

Beginners in the area of game AI, along with professional developers, will find a wealth of knowledge that will not only help in the development of their own games but also spark ideas for new approaches.

This volume includes chapters written by Dr Allan Bruce, Anubha Banerjee, Bruno Rebaque, Dale Green, David Wooldridge, Eric S. Le Saux, Greg Irwin, Jason Lok Heng Chin, Johan Holthausen, John Reynolds, Mathias Siemonsmeier, Michele Condò, Dr Nic Melder, Paul Roberts, Phil Carlisle, Richard Bull, Robert Zubek, and Tobias Karlsson.

Game AI Uncovered: Volume Three continues the series with another collection of chapters from 18 of the top game AI professionals and researchers, from around the world. Each chapter includes wisdom, ideas, tips, and tricks that were used in the development of video games.

The techniques discussed in these pages cover the underlying development of a wide array of published titles, including Watch Dogs: Legion, City of Gangsters, Eve: Valkyrie, Firefall, The Persistence, Advance Soccer, Alpha Beta Gunner, and Luna Abyss.

Contained within this volume are insights that cover a host of different areas within game AI, including vehicle AI, simulating social norms, AI spawning fundamentals, pathfinding, creation of characters using components, animation-driven behaviour, tactical positioning in football, automated testing, abstract pattern matching, and machine learning for games.

Beginners in the area of game AI, along with professional developers, will find a wealth of knowledge that will not only help in the development of their own games but also spark ideas for new approaches.

This volume includes chapters written by Dr Allan Bruce, Anubha Banerjee, Bruno Rebaque, Dale Green, David Wooldridge, Eric S. Le Saux, Greg Irwin, Jason Lok Heng Chin, Johan Holthausen, John Reynolds, Mathias Siemonsmeier, Michele Condò, Dr Nic Melder, Paul Roberts, Phil Carlisle, Richard Bull, Robert Zubek, and Tobias Karlsson.

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VerlagTaylor & Francis Ebooks
EinbandPDF
Erscheinungsjahr2025
Seitenangabe246 S.
AusgabekennzeichenEnglisch
Abbildungen104 schwarz-weiße Abbildungen, 5 schwarz-weiße Fotos, 99 schwarz-weiße Zeichnungen, 7 schwarz-weiße Tabellen
Masse28'628 KB
Auflage25001 A. 1. Auflage
PlattformPDF
AutorRoberts, Paul (Hrsg.)

Über den Autor Paul (Hrsg.) Roberts

Paul Roberts is a Senior Lecturer and Course Lead for BSc (Hons) Computer Games Programming at the University of Staffordshire. Prior to this he was Technical Director at his own independent game studio Grinning Cat. He has worked in a variety of Principal/Lead AI Programmer roles for a range of studios in the UK including Sumo Digital, Team17, Traveller's Tales, Activision, and some smaller indie studios. Paul has a range of published titles including Worms Revolution, Pitfall!, Call of Duty: Strike Team, The Lego Movie: The Video Game, Pixel-8, and Power-Up. Paul has a Master's by Research in Computer Science (with Artificial Intelligence), which focused on pathfinding, the development of the DRS algorithm and ways to test the believability of generated paths. Paul is currently a PhD candidate exploring believable decision-making based on memories for boxing games. Paul set up the GameAI Discord channel that has brought together hundreds of game AI professionals, where approaches are shared and ideas discussed. He has recently started the GameAIUncovered YouTube channel, which explains how different game AI concepts work, has written several books, some fiction, others academic, and is the editor for this Game AI Uncovered series.

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