Game AI Pro

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出版者:A K Peters/CRC Press
作者:Steven Rabin
出品人:
页数:626
译者:
出版时间:2013-5-15
价格:USD 79.95
装帧:Hardcover
isbn号码:9781466565968
丛书系列:Game AI Pro
图书标签:
  • AI
  • 人工智能
  • 游戏开发
  • game
  • 游戏编程
  • 数学
  • GameDev
  • 计算机科学
  • Game AI Pro
  • 人工智能
  • 游戏开发
  • 机器学习
  • 算法设计
  • 行为树
  • 路径规划
  • 强化学习
  • 决策系统
  • 实时渲染
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具体描述

This book presents cutting-edge game AI techniques primarily from game developers of shipped commercial games as well as some from academia. Topics covered include AI architectures, steering and path finding, tactics/strategy, genre specific techniques, gesture recognition, and learning techniques. About 60 articles are presented in a style that is technical yet accessible to beginners, but ultimately aimed at the intermediate to expert professional game developer. The book supplies readers with a toolbox of techniques that are applicable to a wide range of situations.

作者简介

Steve Rabin 是美国任天堂公司的一位高级软件工程师,为任天堂当前和未来的游戏平台研究新技术、为Wii U CPU 架构开发工具,也为任天堂开发人员提供技术支持。

目录信息

Section 1: General Wisdom
1. What is Game AI? (Kevin Dill)
2. Informing Game AI through the Study of Neurology (Brett Laming)
3. Advanced Randomness Techniques for Game AI: Gaussian Randomness, Filtered Randomness, and Perlin Noise (Steve Rabin, Fernando Silva, Jay Goldblatt)
Section 2: Architecture
4. Behavior Selection Algorithms: An Overview (Michael Dawe, Steve Gargolinski, Luke Dicken, Troy Humphreys, Dave Mark)
5. Structural Architecture—Common Tricks of the Trade (Kevin Dill)
6. The Behavior Tree Starter Kit (Alex Champandard, Philip Dunstan)
7. Real-World Behavior Trees in Script (Michael Dawe) download demo code
8. Simulating Behavior Trees: A Behavior Tree / Planner Hybrid Approach (Daniel Hilburn) download demo code
9. An Introduction to Utility Theory (David “Rez” Graham) download demo code
10. Building Utility Decisions into Your Existing Behavior Tree (Bill Merrill)
11. Reactivity and Deliberation in Decision Making Systems (Carle Côté)
12. Exploring HTN Planners through Example (Troy Humphreys)
13. Hierarchical Plan-Space Planning for Multi-Unit Combat Maneuvers (William van der Sterren)
14. Phenomenal AI Level-of-Detail Control with the LOD Trader (Ben Sunshine-Hill)
15. Runtime Compiled C++ for Rapid AI Development (Doug Binks, Matthew Jack, Will Wilson)
16. Plumbing the Forbidden Depths: Scripting and AI (Mike Lewis)
Section 3: Movement and Pathfinding
17. Pathfinding Architecture Optimizations (Steve Rabin, Nathan Sturtevant)
18. Choosing a Search Space Representation (Nathan R. Sturtevant)
19. Creating High-Order Navigation Meshes through Iterative Wavefront Edge Expansions (D. Hunter Hale, G. Michael Youngblood)
20. Precomputed Pathfinding for Large and Detailed Worlds on MMO Servers (Fabien Gravot, Takanori Yokoyama, Youichiro Miyake)
21. Techniques for Formation Movement using Steering Circles (Stephen Bjore) download demo code
22. Collision Avoidance for Pre-Planned Locomotion (Bobby Anguelov)
23. Crowd Pathfinding and Steering using Flow Field Tiles (Elijah Emerson)
24. Efficient Crowd Simulation for Mobile Games (Graham Pentheny) download demo code
25. Animation-Driven Locomotion with Locomotion Planning (Jaroslaw Ciupinski)
Section 4: Strategy and Tactics
26. Tactical Position Selection: An Architecture and Query Language (Matthew Jack)
27. Tactical Pathfinding on a NavMesh (Daniel Brewer)
28. Beyond the Kung-Fu Circle: A Flexible System for Managing NPC Attacks (Michael Dawe)
29. Hierarchical AI for Multiplayer Bots in Killzone 3 (Remco Straatman, Tim Verweij, Alex Champandard, Robert Morcus, Hylke Kleve)
30. Using Neural Networks to Control Agent Threat Response (Michael Robbins)
Section 5: Agent Awareness and Knowledge Representation
31. Crytek’s Target Tracks Perception System (Rich Welsh)
32. How to Catch a Ninja: NPC Awareness in a 2D Stealth Platformer (Brook Miles)
33. Asking the Environment Smart Questions (Mieszko Zielinski)
34. A Simple and Robust Knowledge Representation System (Phil Carlisle)
35. A Simple and Practical Social Dynamics System (Phil Carlisle)
36. Breathing Life into Your Background Characters (David “Rez” Graham) download demo code
37. Alibi Generation: Fooling All the Players All the Time (Ben Sunshine-Hill)
Section 6: Racing
38. An Architecture Overview for AI in Racing Games (Simon Tomlinson, Nic Melder)
39. Representing and Driving a Race Track for AI Controlled Vehicles (Simon Tomlinson, Nic Melder)
40. Racing Vehicle Control Systems using PID Controllers (Simon Tomlinson, Nic Melder)
41. The Heat Vision System for Racing AI: A Novel Way to Determine Optimal Track Positioning (Nic Melder)
42. A Rubber-Banding System for Gameplay and Race Management (Nic Melder)
Section 7: Odds and Ends
43. An Architecture for Character-Rich Social Simulation (Michael Mateas, Josh McCoy)
44. A Control-Based Architecture for Animal Behavior (Michael Ramsey)
45. Introduction to GPGPU for AI (Conan Bourke, Tomasz Bednarz)
46. Creating Dynamic Soundscapes using an Artificial Sound Designer (Simon Franco)
47. Tips and Tricks for a Robust Third-Person Camera System (Eric Martel)
48. Implementing N-grams for Player Prediction, Procedural Generation, and Stylized AI (Joseph Vasquez II)
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主要还是各种开发经验分享,干货很多。虽然有中文版了,考虑到翻译质量问题,但是还是推荐看原版。

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目前还是基本在跟寻路做抗争,控制结构仍然是行为树。

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主要还是各种开发经验分享,干货很多。虽然有中文版了,考虑到翻译质量问题,但是还是推荐看原版。

评分

主要还是各种开发经验分享,干货很多。虽然有中文版了,考虑到翻译质量问题,但是还是推荐看原版。

评分

主要还是各种开发经验分享,干货很多。虽然有中文版了,考虑到翻译质量问题,但是还是推荐看原版。

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