"Cutting-edge game AI architecture primarily from game developers of shipped commercial games. The book acts as a toolbox of techniques that can be applied to many common and not-so-common situations"--
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Universität der Bundeswehr München, Universitätsbibliothek
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"Cutting-edge game AI architecture primarily from game developers of shipped commercial games. The book acts as a toolbox of techniques that can be applied to many common and not-so-common situations"--
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 Côté -- Exploring HTN planners through example / Troy Humphreys -- Hieracrchical plan-space planning for multi-unit combat maneuvers / William van der Sterren -- Phenominal AL 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 -- 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 Clodéric Mars -- Separation of concerns architecture for AI and animation / Bobby Anguelov -- Optimizing practical planning for Game AI / Éric Jacopin -- Modular AI / Kevin Dill and Christopher Dragert -- Overcoming pitfalls in behavior tree design / Anthony Francis -- From behavior to animation: a reactive AI architecture for networked first-person shooter games / Sumeet Jakatdar --
A character decision-making system for FINAL FANTASY XV by combining behavior trees and state machines / Youichiro Miyake, Youji Shirakami, Kazuya Shimokawa, Kousake Namiki, Tomoki Komatsu, Joudan Tatsuhiro, Prasert Prasertvithyakarn, and Takanori Yokoyama -- A reusable, light-weight finite-state machine / David "Rez" Graham -- Choosing effective utility-based considerations / Mike Lewis -- Combining scripted behavior with game tree search for stronger, more robust game AI / Nicolas A. Barriga, Marius Stanescu, and Michael Buro