LEADER 05939oam 2200553I 450 001 9910820142103321 005 20230526224019.0 010 $a1-351-64774-1 010 $a1-315-15170-7 010 $a1-4987-4259-9 024 7 $a10.4324/9781315151700 035 $a(CKB)4100000005388437 035 $a(Au-PeEL)EBL5477192 035 $a(OCoLC)1047899333 035 $a(OCoLC)999616610 035 $a(OCoLC)1082243414 035 $a(OCoLC-P)1082243414 035 $a(CaSebORM)9781351647748 035 $a(MiAaPQ)EBC5477192 035 $a(EXLCZ)994100000005388437 100 $a20180706d2017 uy 0 101 0 $aeng 135 $aurcnu|||||||| 181 $2rdacontent 182 $2rdamedia 183 $2rdacarrier 200 00$aGame AI pro 3 $ecollected wisdom of game AI professionals /$fedited by Steve Rabin 205 $aFirst edition. 210 1$aBoca Raton, FL :$cCRC Press, an imprint of A K Peters/CRC Press,$d2017. 215 $a1 online resource (541 pages) $cillustrations 311 $a1-4987-4258-0 320 $aIncludes bibliographical references and index. 327 $tsection I General Wisdom --$tchapter 1 The Illusion of Intelligence /$rSteve Rabin --$tchapter 2 Creating the Past, Present, and Future with Random Walks /$rJohn Manslow --$tchapter 3 Logging Visualization in FINAL FANTASY XV /$rMatthew W. Johnson --$tchapter 4 What You See Is Not What You Get /$rBaylor Wetzel --$tchapter 5 Six Factory System Tricks for Extensibility and Library Reuse /$rKevin Dill --$tchapter 6 Debugging AI with Instant In-Game Scrubbing /$rDavid Young --$tchapter 7 But, It Worked on My Machine! How to Build Robust AI for Your Game /$rSergio Ocio Barriales --$tsection II Architecture --$tchapter 8 Modular AI /$rKevin Dill --$tchapter 9 Overcoming Pitfalls in Behavior Tree Design /$rAnthony Francis --$tchapter 10 From Behavior to Animation --$tA Reactive AI Architecture for Networked First-Person Shooter Games /$rSumeet Jakatdar --$tchapter 11 A Character Decision-Making System for FINAL FANTASY XV by Combining Behavior Trees and State Machines /$rYouichiro Miyake --$tchapter 12 A Reusable, Light-Weight Finite-State Machine /$rDavid ?Rez? Graham --$tchapter 13 Choosing Effective Utility-Based Considerations /$rMike Lewis --$tchapter 14 Combining Scripted Behavior with Game Tree Search for Stronger, More Robust Game AI /$rBarriga Nicolas A. --$tsection III Movement and Pathfinding --$tchapter 15 Steering against Complex Vehicles in Assassins Creed Syndicate /$rEric Martel --$tchapter 16 Predictive Animation Control Using Simulations and Fitted Models /$rIngimar Ho?lm Guðmundsson --$tchapter 17 Fast Cars, Big City --$tThe AI of Driver San Francisco /$rChris Jenner --$tchapter 18 A Unified Theory of Locomotion /$rGraham Pentheny --$tchapter 19 RVO and ORCA --$tHow They Really Work /$rBen Sunshine-Hill --$tchapter 20 Optimization for Smooth Paths /$rMark Langerak --$tchapter 21 3D Flight Navigation Using Sparse Voxel Octrees /$rDaniel Brewer --$tchapter 22 Faster A* with Goal Bounding /$rSteve Rabin --$tchapter 23 Faster Dijkstra Search on Uniform Cost Grids /$rNathan R. Sturtevant --$tsection IV Tactics and Strategy --$tchapter 24 Being Where It Counts --$tTelling Paragon Bots Where to Go /$rMieszko Zielin ?ski --$tchapter 25 Combat Outcome Prediction for Real-Time Strategy Games /$rMarius Stanescu --$tchapter 26 Guide to Effective Auto-Generated Spatial Queries /$rEric Johnson --$tchapter 27 The Role of Time in Spatio-Temporal Reasoning --$tThree Examples from Tower Defense /$rBaylor Wetzel --$tchapter 28 Pitfalls and Solutions When Using Monte Carlo Tree Search for Strategy and Tactical Games /$rGijs-Jan Roelofs --$tchapter 29 Petri Nets and AI Arbitration /$rSergio Ocio Barriales --$tchapter 30 Hierarchical Portfolio Search in Prismata /$rDavid Churchill --$tsection V Character Behavior --$tchapter 31 Behavior Decision System --$tDragon Age Inquisitions Utility Scoring Architecture /$rSebastian Hanlon --$tchapter 32 Paragon Bots --$tA Bag of Tricks /$rMieszko Zielin ski --$tchapter 33 Using Your Combat AI Accuracy to Balance Difficulty /$rSergio Ocio Barriales --$tchapter 34 1000 NPCs at 60 FPS /$rRobert Zubek --$tchapter 35 Ambient Interactions --$tImproving Believability by Leveraging Rule-Based AI /$rHendrik Skubch --$tchapter 36 Stochastic Grammars --$tNot Just for Words! /$rMike Lewis --$tchapter 37 Simulating Character Knowledge Phenomena in Talk of the Town /$rJames Ryan --$tsection VI Odds and Ends --$tchapter 38 Procedural Level and Story Generation Using Tag-Based Content Selection /$rJurie Horneman --$tchapter 39 Recommendation Systems in Games /$rBen G. Weber --$tchapter 40 Vintage Random Number Generators /$rE?ric Jacopin --$tchapter 41 Leveraging Plausibility Orderings to Achieve Extremely Efficient Data Compression /$rRollason Jeff --$tchapter 42 Building Custom Static Checkers Using Declarative Programming /$rIan Horswill. 330 3 $aGame AI Pro3: Collected Wisdom of Game AI Professionals presents state-of-the-art tips, tricks, and techniques drawn from developers of shipped commercial games as well as some of the best-known academics in the field. This book acts as a toolbox of proven techniques coupled with the newest advances in game AI. These techniques can be applied to almost any game and include topics such as behavior trees, utility theory, path planning, character behavior, and tactical reasoning. 606 $aArtificial intelligence 606 $aComputer games$xDesign 606 $aComputer games$xProgramming 615 0$aArtificial intelligence. 615 0$aComputer games$xDesign. 615 0$aComputer games$xProgramming. 676 $a794.8/1526 702 $aRabin$b Steve 712 02$aCRC Press. 801 0$bFlBoTFG 801 1$bFlBoTFG 906 $aBOOK 912 $a9910820142103321 996 $aGame AI pro 3$94086427 997 $aUNINA