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.
- 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
About the Editor
About the Contributors
1 Infected AI in The Last of Us
2 Human Enemy AI in The Last of Us
3 Ellie: Buddy AI in The Last of Us
4 Realizing NPCs: Animation and Behavior Control for Believable Characters
5 Using Queues to Model a Merchant’s Inventory
6 Psychologically Plausible Methods for Character Behavior Design
7 Behavior Decision System: Dragon Age Inquisition’s Utility Scoring Architecture
Sebastian Hanlon and Cody Watts
8 Paragon Bots: A Bag of Tricks
9 Using Your Combat AI Accuracy to Balance Difficulty
Sergio Ocio Barriales
10 1000 NPCs at 60 FPS
11 Ambient Interactions: Improving Believability by Leveraging Rule-Based AI
12 Stochastic Grammars: Not Just for Words!
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.