Game AI Pro 2: Collected Wisdom of Game AI Professionals, 1st Edition (Hardback) book cover

Game AI Pro 2

Collected Wisdom of Game AI Professionals, 1st Edition

Edited by Steven Rabin

A K Peters/CRC Press

578 pages | 177 B/W Illus.

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pub: 2015-04-24
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Description

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 community of developers and researchers who have devoted themselves to game AI.

In this book, 47 expert developers and researchers have come together to bring you their newest advances in game AI, along with twists on proven techniques that have shipped in some of the most successful commercial games of the last few years. The book provides a toolbox of proven techniques that can be applied to many common and not-so-common situations. It is written to be accessible to a broad range of readers. Beginners will find good general coverage of game AI techniques and a number of comprehensive overviews, while intermediate to expert professional game developers will find focused, deeply technical chapters on specific topics of interest to them.

  • Covers a wide range of AI in games, with topics applicable to almost any game
  • Touches on most, if not all, of the topics necessary to get started in game AI
  • Provides real-life case studies of game AI in published commercial games
  • Gives in-depth, technical solutions from some of the industry’s best-known games
  • Includes downloadable demos and/or source code, available at http://www.gameaipro.com

Table of Contents

General Wisdom

Game AI Appreciation, Revisited; Mike Lewis and Kevin Dill

Combat Dialogue in FEAR: The Illusion of Communication; Jeff Orkin

Dual-Utility Reasoning; Kevin Dill

Vision Zones and Object Identification Certainty; Steve Rabin

Agent Reaction Time: How Fast Should an AI React?; Steve Rabin

Preventing Animation Twinning Using a Simple Blackboard; Michael Dawe

Architecture

Possibility Maps for Opportunistic AI and Believable Worlds; John Manslow

Production Rules Implementation in 1849; Robert Zubek

Production Systems: New Techniques in AAA Games; Andrea Schiel

Building a Risk-Free Environment to Enhance Prototyping: Hinted-Execution Behavior Trees; Sergio Ocio Barriales

Smart Zones to Create the Ambience of Life; Etienne de Sevin, Caroline Chopinaud, and Clodéric Mars

Separation of Concerns Architecture for AI and Animation; Bobby Anguelov

Optimizing Practical Planning for Game AI; Éric Jacopin

Movement And Pathfinding

JPS+: An Extreme A* Speed Optimization for Static Uniform Cost Grids; Steve Rabin and Fernando Silva

Subgoal Graphs for Fast Optimal Pathfinding; Tansel Uras and Sven Koenig

Theta* for Any-Angle Pathfinding; Alex Nash and Sven Koenig

Advanced Techniques for Robust, Efficient Crowds; Graham Pentheny

Context Steering: Behavior-Driven Steering at the Macro Scale; Andrew Fray

Guide to Anticipatory Collision Avoidance; Stephen J. Guy and Ioannis Karamouzas

Hierarchical Architecture for Group Navigation Behaviors; Clodéric Mars and Jérémy Chanut

Dynamic Obstacle Navigation in Fuse; Jan Müller

Applied Search Techniques

Introduction to Search for Games; Nathan R. Sturtevant

Personality Reinforced Search for Mobile Strategy Games; Miguel A. Nieves

Interest Search: A Faster Minimax; Jeff Rollason

Monte Carlo Tree Search and Related Algorithms for Games; Nathan R. Sturtevant

Rolling Your Own Finite-Domain Constraint Solver; Leif Foged and Ian Horswill

Tactics, Strategy, and Spatial Awareness

Looking for Trouble: Making NPCs Search Realistically; Rich Welsh

Modeling Perception and Awareness in Tom Clancy’s Splinter Cell Blacklist ; Martin Walsh

Escaping the Grid: Infinite-Resolution Influence Mapping; Mike Lewis

Modular Tactical Influence Maps; Dave Mark

Spatial Reasoning for Strategic Decision Making; Kevin Dill

Extending the Spatial Coverage of a Voxel-Based Navigation Mesh; Kevin A. Kirst

Character Behavior

Infected AI in The Last of Us; Mark Botta

Human Enemy AI in The Last of Us; Travis McIntosh

Ellie: Buddy AI in The Last of Us; Max Dyckhoff

Realizing NPCs: Animation and Behavior Control for Believable Characters; Jeet Shroff

Using Queues to Model a Merchant’s Inventory; John Manslow

Psychologically Plausible Methods for Character Behavior Design; Phil Carlisle

Analytics, Content Generation, and Experience Management

Analytics-Based AI Techniques for a Better Gaming Experience; Truong-Huy D. Nguyen, Zhengxing Chen, and Magy Seif El-Nasr

Procedural Content Generation: An Overview; Gillian Smith

Simulation Principles from Dwarf Fortress; Tarn Adams

Techniques for AI-Driven Experience Management in Interactive Narratives; Vadim Bulitko, Greg Lee, Sergio Poo Hernandez, Alejandro Ramirez, and David Thue

Index

About the Editor

Steve Rabin has been a key figure in the game AI community for over a decade and is currently a principal software engineer at Nintendo of America. After initially working as an AI engineer at several Seattle start-ups, he managed and edited seven game AI books in the Game AI Pro series and the AI Game Programming Wisdom series. He also edited the book Introduction to Game Development and has over two dozen articles published in the Game Programming Gems series. He has been an invited keynote speaker at several AI conferences, founded the AI Game Programmers Guild in 2008, and founded the Game Developers Conference (GDC) AI Summit, where he has been a summit adviser since 2009. Steve is a principal lecturer at the DigiPen Institute of Technology, where he has taught game AI since 2006. He earned a BSc in computer engineering and an MS in computer science, both from the University of Washington.

Subject Categories

BISAC Subject Codes/Headings:
COM012000
COMPUTERS / Computer Graphics
COM012040
COMPUTERS / Programming / Games