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Book Synopsis AI GAME PROGRAMMING WISDOM 2(CD1장포함) by : STEVE RABIN
Download or read book AI GAME PROGRAMMING WISDOM 2(CD1장포함) written by STEVE RABIN and published by . This book was released on 2005-03-15 with total page 883 pages. Available in PDF, EPUB and Kindle. Book excerpt:
Book Synopsis AI Game Programming Wisdom by : Steve Rabin
Download or read book AI Game Programming Wisdom written by Steve Rabin and published by . This book was released on 2002 with total page pages. Available in PDF, EPUB and Kindle. Book excerpt:
Book Synopsis AI Game Programming Wisdom 4 by : Steve Rabin
Download or read book AI Game Programming Wisdom 4 written by Steve Rabin and published by Course Technology PTR. This book was released on 2008 with total page 699 pages. Available in PDF, EPUB and Kindle. Book excerpt: This all-new volume is filled with over 60 new, ready-to-use expert techniques, ideas, and solutions for game developers.
Download or read book Game AI Pro 2 written by Steven Rabin and published by CRC Press. This book was released on 2015-04-17 with total page 577 pages. Available in PDF, EPUB and Kindle. Book excerpt: Game AI Pro2: Collected Wisdom of Game AI Professionals presents cutting-edge tips, tricks, and techniques for artificial intelligence (AI) in games, drawn from developers of shipped commercial games as well as some of the best-known academics in the field. It contains knowledge, advice, hard-earned wisdom, and insights gathered from across the com
Book Synopsis AI Game Programming Wisdom 3 by : Steve Rabin
Download or read book AI Game Programming Wisdom 3 written by Steve Rabin and published by . This book was released on 2006 with total page 778 pages. Available in PDF, EPUB and Kindle. Book excerpt: This all-new volume is filled with over 60 new, ready-to-use expert techniques, ideas, and solutions for game developers.
Book Synopsis AI Game Development by : Alex J. Champandard
Download or read book AI Game Development written by Alex J. Champandard and published by New Riders. This book was released on 2003 with total page 772 pages. Available in PDF, EPUB and Kindle. Book excerpt: With game players expecting greater intelligence, efficiency, and realism with non-player characters, AI plays an ever-increasing important role in game development. This is a tremendous challenge for game developers in methodology, software design, and programming. Creating autonomous synthetic creatures that can adapt in games requires a different kind of understanding of AI than the classical approach used by current game programmers. The Nouvelle Game AI approach presented in this book focuses on creating embodied "animats" that behave in an intelligent and realistic manner. In particular, learning AI is generating much interest among the game development community, as these modern techniques can be used to optimize the development process. Book jacket.
Book Synopsis AI Game Programming Wisdom 4 by : Steve Rabin
Download or read book AI Game Programming Wisdom 4 written by Steve Rabin and published by . This book was released on 2014 with total page 736 pages. Available in PDF, EPUB and Kindle. Book excerpt: AI GAME PROGRAMMING WISDOM 4 is an information-packed collection of cutting-edge techniques, algorithms, and architectures used in commercial game development. The more than 50 new articles assembled here were written by industry pros and explore every important aspect of AI programming, including scripting and dialogue, movement and pathfinding, architecture, tactics and planning, learning and adaptation, new advances in learning algorithms and player modeling, multiprocessor architectures, Bayesian networks, and much more. Organized into 7 sections, this comprehensive volume will help you develop and expand your own personal AI toolbox. With ready-to-use ideas, algorithms, and code in all key AI areas, AI GAME PROGRAMMING WISDOM 4 is the go-to guide for all things new in AI game programming.
Download or read book Game AI Pro 3 written by Steve Rabin and published by CRC Press. This book was released on 2017-07-12 with total page 541 pages. Available in PDF, EPUB and Kindle. Book excerpt: Game 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. KEY FEATURES Contains 42 chapters from 50 of the game industry’s top developers and researchers. Provides real-life case studies of game AI in published commercial games. Covers a wide range of AI in games, with topics applicable to almost any game. Includes downloadable demos and/or source code, available at http://www.gameaipro.com SECTION EDITORS Neil Kirby General Wisdom Alex Champandard Architecture Nathan Sturtevant Movement and Pathfinding Damian Isla Character Behavior Kevin Dill Tactics and Strategy; Odds and Ends
Download or read book Game AI Uncovered written by Paul Roberts and published by CRC Press. This book was released on 2024-02-23 with total page 217 pages. Available in PDF, EPUB and Kindle. Book excerpt: Game AI Uncovered: Volume One kicks off a brand-new series of books that focus on the development of artificial intelligence in video games. This volume brings together the collected wisdom, ideas, tricks, and cutting-edge techniques from 20 of the top game AI professionals and researchers from around the world. The techniques discussed in these pages cover the underlying development of a wide array of published titles, including Hood: Outlaws and Legends, The Escapists 2, Sackboy: A Big Adventure, Call of Duty: Strike Team, GTI+ Club, Split/Second, Sonic All Stars Racing Transformed, Luna Abyss, Medal of Honor Heroes I & II, Age of Empires IV, Watch Dogs, Battlefield 2042, Plants vs. Zombies: Battle for Neighborville, Dead Space, and more. Contained within this volume are overviews and insight covering a host of different areas within game AI, including situational awareness, pathfinding, tethering, squad behaviours, coordination, auto-generating navigation link data, fluid movement, combining behaviour and animation systems, pedal control for cars, tactical positioning, level of detail, infinite axis utility systems, hierarchical state machines, bots for testing, reactive behaviour trees, and more. Beginners to the area of game AI, along with professional developers, will find a wealth of knowledge that will not only help in the development of your own games but will also spark ideas for new approaches. This volume includes chapters written by Andy Brown, Dr Allan Bruce, Richard Bull, Laurent Couvidou, Steven Dalton, Michele Ermacora, Jonas Gillberg, Dale Green, Johan Holthausen, Dr Aitor Santamaría Ibirika, Dr Nic Melder, Sarat Rallabandi, Bruno Rebaque, John Reynolds, Paul Roberts, David Rogers, Andrea Schiel, Huw Talliss, Dr Tommy Thompson, and David Wooldridge. .
Book Synopsis Game AI Pro 360: Guide to Tactics and Strategy by : Steve Rabin
Download or read book Game AI Pro 360: Guide to Tactics and Strategy written by Steve Rabin and published by CRC Press. This book was released on 2019-09-06 with total page 378 pages. Available in PDF, EPUB and Kindle. Book excerpt: Steve Rabin’s Game AI Pro 360: Guide to Tactics and Strategy gathers all the cutting-edge information from his previous three Game AI Pro volumes into a convenient single source anthology that covers game AI strategy and tactics. This volume is complete with articles by leading game AI programmers that focus largely on combat decisions made in a wide variety of genres such as RTS, RPG, MOBA, strategy and tower defense 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
Book Synopsis Introduction to Game AI by : Neil Kirby
Download or read book Introduction to Game AI written by Neil Kirby and published by Course Technology. This book was released on 2010-06 with total page 385 pages. Available in PDF, EPUB and Kindle. Book excerpt: Teaches beginners how to craft artificial intelligence in a game environment, providing hands-on AI projects based on small understandable games, all of which can be completed using tools that are available for free online. Original.
Book Synopsis Introduction to Game Development by : Steve Rabin
Download or read book Introduction to Game Development written by Steve Rabin and published by . This book was released on 2005 with total page 979 pages. Available in PDF, EPUB and Kindle. Book excerpt: Based on the curriculum guidelines of the IGDA, this is the first book to survey all aspects of the theory and practice of game development and design. Key topics include critical game studies, level design, game programming, artificial intelligence, mathematics and physics, and audio design and production. The CD-ROM covers tutorials, animations, images, demos, source code, and lecture slides.
Book Synopsis Artificial Intelligence and Games by : Georgios N. Yannakakis
Download or read book Artificial Intelligence and Games written by Georgios N. Yannakakis and published by Springer. This book was released on 2018-02-17 with total page 350 pages. Available in PDF, EPUB and Kindle. Book excerpt: This is the first textbook dedicated to explaining how artificial intelligence (AI) techniques can be used in and for games. After introductory chapters that explain the background and key techniques in AI and games, the authors explain how to use AI to play games, to generate content for games and to model players. The book will be suitable for undergraduate and graduate courses in games, artificial intelligence, design, human-computer interaction, and computational intelligence, and also for self-study by industrial game developers and practitioners. The authors have developed a website (http://www.gameaibook.org) that complements the material covered in the book with up-to-date exercises, lecture slides and reading.
Book Synopsis Practical Game AI Programming by : Micael DaGraca
Download or read book Practical Game AI Programming written by Micael DaGraca and published by Packt Publishing Ltd. This book was released on 2017-06-30 with total page 341 pages. Available in PDF, EPUB and Kindle. Book excerpt: Jump into the world of Game AI development About This Book Move beyond using libraries to create smart game AI, and create your own AI projects from scratch Implement the latest algorithms for AI development and in-game interaction Customize your existing game AI and make it better and more efficient to improve your overall game performance Who This Book Is For This book is for game developers with a basic knowledge of game development techniques and some basic programming techniques in C# or C++. What You Will Learn Get to know the basics of how to create different AI for different type of games Know what to do when something interferes with the AI choices and how the AI should behave if that happens Plan the interaction between the AI character and the environment using Smart Zones or Triggering Events Use animations correctly, blending one animation into another and rather than stopping one animation and starting another Calculate the best options for the AI to move using Pruning Strategies, Wall Distances, Map Preprocess Implementation, and Forced Neighbours Create Theta algorithms to the AI to find short and realistic looking paths Add many characters into the same scene and make them behave like a realistic crowd In Detail The book starts with the basics examples of AI for different game genres and directly jumps into defining the probabilities and possibilities of the AI character to determine character movement. Next, you'll learn how AI characters should behave within the environment created. Moving on, you'll explore how to work with animations. You'll also plan and create pruning strategies, and create Theta algorithms to find short and realistic looking game paths. Next, you'll learn how the AI should behave when there is a lot of characters in the same scene. You'll explore which methods and algorithms, such as possibility maps, Forward Chaining Plan, Rete Algorithm, Pruning Strategies, Wall Distances, and Map Preprocess Implementation should be used on different occasions. You'll discover how to overcome some limitations, and how to deliver a better experience to the player. By the end of the book, you think differently about AI. Style and approach The book has a step-by-step tutorial style approach. The algorithms are explained by implementing them in #.
Book Synopsis Behavioral Mathematics for Game AI by : Dave Mark
Download or read book Behavioral Mathematics for Game AI written by Dave Mark and published by Cengage Learning Ptr. This book was released on 2009 with total page 459 pages. Available in PDF, EPUB and Kindle. Book excerpt: Human behavior is never an exact science, making the design and programming of artificial intelligence that seeks to replicate human behavior difficult. Usually, the answers cannot be found in sterile algorithms that are often the focus of artificial intelligence programming. However, by analyzing why people behave the way we do, we can break down the process into increasingly smaller components. We can model many of those individual components in the language of logic and mathematics and then reassemble them into larger, more involved decision-making processes. Drawing from classical game theory, "Behavioral Mathematics for Game AI" covers both the psychological foundations of human decisions and the mathematical modeling techniques that AI designers and programmers can use to replicate them. With examples from both real life and game situations, you'll explore topics such as utility, the fallacy of rational behavior, and the inconsistencies and contradictions that human behavior often exhibits. You'll examine various ways of using statistics, formulas, and algorithms to create believable simulations and to model these dynamic, realistic, and interesting behaviors in video games. Finally, you'll be introduced to a number of tools you can use in conjunction with standard AI algorithms to make it easier to utilize the mathematical models.
Book Synopsis AI Techniques for Game Programming by : Mat Buckland
Download or read book AI Techniques for Game Programming written by Mat Buckland and published by . This book was released on 2002 with total page pages. Available in PDF, EPUB and Kindle. Book excerpt:
Book Synopsis AI for Games, Third Edition by : Ian Millington
Download or read book AI for Games, Third Edition written by Ian Millington and published by CRC Press. This book was released on 2019-03-18 with total page 1050 pages. Available in PDF, EPUB and Kindle. Book excerpt: AI is an integral part of every video game. This book helps professionals keep up with the constantly evolving technological advances in the fast growing game industry and equips students with up-to-date information they need to jumpstart their careers. This revised and updated Third Edition includes new techniques, algorithms, data structures and representations needed to create powerful AI in games. Key Features A comprehensive professional tutorial and reference to implement true AI in games Includes new exercises so readers can test their comprehension and understanding of the concepts and practices presented Revised and updated to cover new techniques and advances in AI Walks the reader through the entire game AI development process