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Game AI Pro Collected Wisdom of Game AI Professionals




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Dettagli

Genere:Libro
Lingua: Inglese
Pubblicazione: 10/2013
Edizione: 1° edizione





Note Editore

Successful games merge art and technology in truly unique ways. Fused under tight production deadlines and strict performance requirements, shaped by demanding player expectations, games are among the most complex software projects created today. Game AI Pro: Collected Wisdom of Game AI Professionals covers both the art and the technology of game AI. Nothing covered is theory or guesswork. The book brings together the accumulated wisdom, cutting-edge ideas, and clever tricks and techniques of 54 of today’s top game AI professionals. Some chapters present techniques that have been developed and passed down within the community for years while others discuss the most exciting new research and ideas from today’s most innovative games. The book includes core algorithms that you’ll need to succeed, such as behavior trees, utility theory, spatial representation, path planning, motion control, and tactical reasoning. It also describes tricks and techniques that will truly bring your game to life, including perception systems, social modeling, smart camera systems, player prediction, and even an AI sound designer. Throughout, the book discusses the optimizations and performance enhancements that enable your game to run while maintaining 60 frames per second.




Sommario

General WisdomWhat Is Game AI? Kevin Dill Informing Game AI through the Study of Neurology Brett Laming Advanced Randomness Techniques for Game AI: Gaussian Randomness, Filtered Randomness, and Perlin Noise Steve Rabin, Jay Goldblatt, and Fernando Silva ArchitectureBehavior 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 Hierarchical Plan-Space Planning for Multiunit Combat Maneuvers William van der Sterren Phenomenal AI 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 Movement and PathfindingPathfinding Architecture Optimizations Steve Rabin and Nathan Sturtevant Choosing a Search Space Representation Nathan R. Sturtevant Creating High-Order Navigation Meshes through Iterative Wavefront Edge Expansions D. Hunter Hale and G. Michael Youngblood Precomputed Pathfinding for Large and Detailed Worlds on MMO Servers Fabien Gravot, Takanori Yokoyama, and Youichiro Miyake Techniques for Formation Movement using Steering Circles Stephen Bjore Collision Avoidance for Preplanned Locomotion Bobby Anguelov Crowd Pathfinding and Steering Using Flow Field Tiles Elijah Emerson Efficient Crowd Simulation for Mobile Games Graham Pentheny Animation-Driven Locomotion with Locomotion Planning Jaroslaw Ciupinski Strategy and TacticsTactical Position Selection: An Architecture and Query Language Matthew Jack Tactical Pathfinding on a NavMesh Daniel Brewer Beyond the Kung-Fu Circle: A Flexible System for Managing NPC Attacks Michael Dawe Hierarchical AI for Multiplayer Bots in Killzone 3 Remco Straatman, Tim Verweij, Alex Champandard, Robert Morcus, and Hylke Kleve Using Neural Networks to Control Agent Threat Response Michael Robbins Agent Awareness and Knowledge RepresentationCrytek’s Target Tracks Perception System Rich Welsh How to Catch a Ninja: NPC Awareness in a 2D Stealth Platformer Brook Miles Asking the Environment Smart Questions Mieszko Zielinski A Simple and Robust Knowledge Representation System Phil Carlisle A Simple and Practical Social Dynamics System Phil Carlisle Breathing Life into Your Background Characters David “Rez” Graham Alibi Generation: Fooling All the Players All the Time Ben Sunshine-Hill RacingAn Architecture Overview for AI in Racing GamesSimon Tomlinson and Nic Melder Representing and Driving a Race Track for AI Controlled Vehicles Simon Tomlinson and Nic Melder Racing Vehicle Control Systems using PID Controllers Nic Melder and Simon Tomlinson The Heat Vision System for Racing AI: A Novel Way to Determine Optimal Track Positioning Nic Melder A Rubber-Banding System for Gameplay and Race ManagementNic Melder Odds and EndsAn Architecture for Character-Rich Social Simulation Michael Mateas and Josh McCoy A Control-Based Architecture for Animal Behavior Michael Ramsey Introduction to GPGPU for AI Conan Bourke and Tomasz Bednarz Creating Dynamic Soundscapes Using an Artificial Sound Designer Simon Franco Tips and Tricks for a Robust Third-Person Camera System Eric Martel Implementing N-Grams for Player Prediction, Procedural Generation, and Stylized AI Joseph Vasquez II




Autore

Steve Rabin is a principal software engineer at Nintendo of America, where he researches new techniques for Nintendo’s current and future platforms, architects development tools, and supports Nintendo developers. He also teaches game AI at the DigiPen Institute of Technology. He was previously an AI engineer at several start-up companies, including Gas Powered Games, WizBang Software Productions, and Surreal Software. He is the founder of the professional group AI Game Programmers Guild, with over 350 members worldwide. He earned a BS in computer engineering and an MS in computer science, both from the University of Washington.










Altre Informazioni

ISBN:

9781466565968

Condizione: Nuovo
Dimensioni: Ø 2.85 lb
Formato: Copertina rigida
Illustration Notes:139 b/w images, 12 tables and 50
Pagine Arabe: 598
Pagine Romane: xxviii


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