Game AI Uncovered

Game AI Uncovered

Volume Three

Roberts, Paul

Taylor & Francis Ltd

01/2025

232

Dura

9781032532578

Pré-lançamento - envio 15 a 20 dias após a sua edição

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Chapter 1 The Vehicle AI of Watch Dogs: Legion: Building a Unified Vehicle AI System for Traffic and High-Speed Chases

Dr Nic Melder

Chapter 2 Navigating through a Traffic Intersection: How to Avoid Traffic Chaos When Jumping a Red Light

Dr Nic Melder

Chapter 3 Building the Tools for Building a City: Semi-Procedural Tools for the Creation of the City Road Network System of Watch Dogs: Legion

Dr Nic Melder

Chapter 4 Implementing a Simple 3D Waypoint Grid for Efficient Pathfinding in Eve: Valkyrie

Dr Allan Bruce

Chapter 5 N-Gram for Any Direction Prediction in VR

Michele Condo

Chapter 6 Creating Characters Using Components

John Reynolds

Chapter 7 Making AI Play Ball: Building and Testing Football AI

Anubha Banerjee and Greg Irwin

Chapter 8 Tactical Positioning in the Game of Football

Anubha Banerjee and Greg Irwin

Chapter 9 Automated Testing for All Developers: How Easy Access Can Make Your Dev Process More Efficient

Matthias Siemonsmeier

Chapter 10 Abstract Pattern Matching for Strategic Play

Richard Bull

Chapter 11 Animation-Driven Behaviour

Johan Holthausen

Chapter 12 JP-DRS: Jump-Point Directed Recursion Search

Paul Roberts

Chapter 13 Machine Learning for Games at Scale

Phil Carlisle

Chapter 14 Behaviour Engine and Language: A Heterogeneous State Machine System

Eric S. Le Saux

Chapter 15 AI Spawning Fundamentals: A General Guide to Spawning AI Agents in Games

Bruno Rebaque

Chapter 16 Character Utility Behaviour Graph

David Wooldridge

Chapter 17 Quarterback AI

Paul Roberts

Chapter 18 Touchdown! AI Scenarios within American Football

Paul Roberts

Chapter 19 Creature Navigation in the Air and on the Ground

Jason Lok Heng Chin

Chapter 20 Debug - Identifying and Presenting Useful Information

Dale Green

Chapter 21 Not All AIs Are Made the Same

Tobias Karlsson

Chapter 22 Simulation of Social Norms in City of Gangsters

Robert Zubek
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game development;artificial intelligence;AI game;AI decision making;architecture;pathfinding;vehicle AI;testing AI;game programming