Game AI Pro 360: Guide to Character Behavior

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Details

Cutting-edge character behavior techiques for game AI 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.


Steve Rabin's Game AI Pro 360: Guide to Character Behavior gathers all the cutting-edge information from his previous three Game AI Pro volumes into a convenient single source anthology that covers character behavior in game AI. This volume is complete with articles by leading game AI programmers that focus on individual AI behavior such as character interactions, modelling knowledge, efficient simulation, difficulty balancing, and making decisions with case studies from both commercial and indie games.

Key Features

  • Provides real-life case studies of game AI in published commercial games

  • Material by top developers and researchers in Game AI

  • Downloadable demos and/or source code available online

    Autorentext

    Steve Rabin has 15 years at Nintendo of America, 4 years at various game developer start-ups, and 7 years of college teaching experience. He has been the invited keynote speaker at several academic AI conferences, founder and summit advisor for the AI Summit at GDC, GDC speaker, and founder/manager of the AI Game Programmers Guild.

    Klappentext

    Steve Rabin's Game AI Pro 360: Guide to Character Behavior gathers all the cutting-edge information from his previous three Game AI Pro volumes into a convenient single source anthology that covers character behavior in game AI. This volume is complete with articles by leading game AI programmers that focus on individual AI behavior such as character interactions, modelling knowledge, efficient simulation, difficulty balancing, and making decisions with case studies from both commercial and indie games. Key Features Provides real-life case studies of game AI in published commercial games Material by top developers and researchers in Game AI Downloadable demos and/or source code available online

    Inhalt

    About the Editor

About the Contributors

Introduction

1 Infected AI in The Last of Us

Mark Botta

2 Human Enemy AI in The Last of Us

Travis McIntosh

3 Ellie: Buddy AI in The Last of Us

Max Dyckhoff

4 Realizing NPCs: Animation and Behavior Control for Believable Characters

Jeet Shroff

5 Using Queues to Model a Merchant's Inventory

John Manslow

6 Psychologically Plausible Methods for Character Behavior Design

Phil Carlisle

7 Behavior Decision System: Dragon Age Inquisition's Utility Scoring Architecture

Sebastian Hanlon and Cody Watts

8 Paragon Bots: A Bag of Tricks

Mieszko Zieli ski

9 Using Your Combat AI Accuracy to Balance Difficulty

Sergio Ocio Barriales

10 1000 NPCs at 60 FPS

Robert Zubek

11 Ambient Interactions: Improving Believability by Leveraging Rule-Based AI

Hendrik Skubch

12 Stochastic Grammars: Not Just for Words!

Mike Lewis

13 Simulating Character Knowledge Phenomena in Talk of the Town

James Ryan and Michael Mateas

Weitere Informationen

  • Allgemeine Informationen
    • GTIN 09780367151140
    • Herausgeber CRC Press
    • Anzahl Seiten 164
    • Genre IT Encyclopedias
    • Gewicht 300g
    • Untertitel Guide to Character Behavior
    • Größe H235mm x B191mm
    • Jahr 2019
    • EAN 9780367151140
    • Format Kartonierter Einband
    • ISBN 978-0-367-15114-0
    • Veröffentlichung 23.09.2019
    • Titel Game AI Pro 360: Guide to Character Behavior
    • Autor Rabin Steve
    • Sprache Englisch

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