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.
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 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.
Inhaltsangabe
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
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
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