1st Edition

Game AI Pro 360: Guide to Character Behavior

By Steve Rabin Copyright 2020
164 Pages 38 B/W Illustrations
by CRC Press

164 Pages 38 B/W Illustrations
by CRC Press

164 Pages 38 B/W Illustrations
by CRC Press

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,... Read more

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 Zieliński

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

Biography

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.