Game AI Pro 360: Guide to Architecture: 1st Edition (Paperback) book cover

Game AI Pro 360: Guide to Architecture

1st Edition

By Steve Rabin

CRC Press

408 pages | 107 B/W Illus.

Purchasing Options:$ = USD
Paperback: 9780367151041
pub: 2019-09-26
SAVE ~$9.99
Available for pre-order
Hardback: 9780367151072
pub: 2019-09-26
SAVE ~$29.99
Available for pre-order

FREE Standard Shipping!


Steve Rabin’s Game AI Pro 360 Guide to Architecture gathers all the cutting-edge information from his previous three Game AI Pro volumes into a convenient single source anthology covering game AI architecture. This volume is complete with articles by leading game AI programmers that further explores modern architecture such as behavior trees and share architecture used in top games such as Final Fantasy XV, the Call of Duty series and the Guild War series.

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

Table of Contents

Ch 1 Behavior Selection Algorithms; Ch 2 Structural Architecture; Ch 3 Behavior Tree Starter Kit; Ch 4 Real World Behavior Trees in Script; Ch 5 Simulating Behavior Trees; Ch 6 Introduction to Unity Theory; Ch 7 Building Utility Decisions into Exisitng Decision Trees; Ch 8 Reactivity and Deliberation in Decision Making Systems; Ch 9 Exploring HTN Planners; Ch 10; Ch 11 Hierachical Plan-Space Planning for Multi-unit Combat Maneuvers; Ch 12; Phenominal AI Level-of-Detail Control; Ch 13 Runtime Compilefd C++ for Raspid AI Development; Ch 14 Scripting and AI; Ch 15 Possibiltiy maps for Oportunistic AI and Believeable Worlds; Ch 16 Production Rules Implementation; Ch 17 Production Systems; Ch 18 Buildfing a Risk-Free Environment to Enhance Prototyping; Ch 19 Smart Zones to Create the Ambiance of Life; Ch 20 Separation of Concerns Architecture for AI and Animation; Ch 21 Optimizing Practical Planning for Game AI; Ch 22 Modular AI; Ch 23 Overcoming Pitfalls in Beghavior Tree Design; Ch 24 From Behavior to Animation; Ch 25 A Character Decision-Making System; Ch 26 A Reusable, Light-Weight Finate-Sate Machine; Ch 27 Choosign Efective Utility-Based Considerations; Ch 28 Combining Scripted Behavior with Game Tree Seacrh.

About the Author

Steve Rabin has 15 years at Nintendo of America, 4 years at various game developer start-ups, 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 (2009-2015), GDC speaker (6 years), and founder/manager of the AI Game Programmers Guild (250+ members).

Subject Categories

BISAC Subject Codes/Headings:
COMPUTERS / Programming / Games