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  1. Game AI pro 360
    Guide to architecture
    Beteiligt: Rabin, Steve (Hrsg.)
    Erschienen: [2020]; © 2020
    Verlag:  CRC Press, Boca Raton ; London ; New York

    "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"-- mehr

    Universität der Bundeswehr München, Universitätsbibliothek
    uneingeschränkte Fernleihe, Kopie und Ausleihe

     

    "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"--

     

    Export in Literaturverwaltung   RIS-Format
      BibTeX-Format
    Quelle: Verbundkataloge
    Beteiligt: Rabin, Steve (Hrsg.)
    Sprache: Englisch
    Medientyp: Buch (Monographie)
    ISBN: 9780367151041; 0367151049; 9780367151072; 0367151073
    RVK Klassifikation: ST 324
    Schlagworte: Programmierung; Computerspiel
    Weitere Schlagworte: Computer games / Programming; Computer games / Design; Video games; Software architecture; Video Games; Jeux d'ordinateur / Programmation; Jeux d'ordinateur / Conception; Jeux vidéo; Architecture logicielle; video games; Computer games / Design; Computer games / Programming; Software architecture; Video games
    Umfang: xx, 381 Seiten, Illustrationen, 24 cm
    Bemerkung(en):

    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