Description
Game AI Pro 360: Guide to Character Behavior
Guide to Character Behavior
Author: Rabin Steve
Language: EnglishSubjects for Game AI Pro 360: Guide to Character Behavior:
Keywords
Stochastic Grammar; behavior trees; Dwarf Fortress; utility theory; Ideal Flanker; video game; Tuple Space; motion control; AI Character; tactical reasoning; Game AI; commercial games; Idle Animation; character interactions; Character Ai; indie games; Agnostic; game AI programmers; Transient Distribution; individual AI behavior; Execution Tree; Smart Locations; Perceived Gaze Direction; Influence Map; Looping Animations; Post Selector; Follow Positions; Smart Objects; Original Queue; Breathing Sound; Transition Animations; Exposure Map; Project Highrise; LA Noire; Nonzero Digit
Approximative price 50.12 €
In Print (Delivery period: 14 days).
Add to cart the book of Rabin StevePublication date: 09-2019
· 19.1x23.5 cm · Paperback
Approximative price 160.25 €
In Print (Delivery period: 14 days).
Add to cart the book of Rabin StevePublication date: 09-2019
· 19.1x23.5 cm · Hardback
Description
/li>Contents
/li>Biography
/li>
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
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 Zieliński
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
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.