Game AI Pro 360: Guide to Tactics and Strategy: 1st Edition (e-Book) book cover

Game AI Pro 360: Guide to Tactics and Strategy

1st Edition

By Steve Rabin

CRC Press

242 pages | 71 Color Illus.

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Description

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

Table of Contents

About the Editor

About the Contributors

Introduction

1 Tactical Position Selection: An Architecture and Query Language

Matthew Jack

2 Tactical Pathfinding on a NavMesh

Daniel Brewer

3 Beyond the Kung-Fu Circle: A Flexible System for Managing NPC Attacks

Michael Dawe

4 Hierarchical AI for Multiplayer Bots in Killzone

Remco Straatman, Tim Verweij, Alex Champandard, Robert Morcus, and Hylke Kleve

5 Using Neural Networks to Control Agent Threat Response

Michael Robbins

6 Looking for Trouble: Making NPCs Search Realistically

Rich Welsh

7 Modeling Perception and Awareness in Tom Clancy’s Splinter Cell Blacklist

Martin Walsh

8 Escaping the Grid: Infinite-Resolution Influence Mapping

Mike Lewis

9 Modular Tactical Influence Maps

Dave Mark

10 Spatial Reasoning for Strategic Decision Making

Kevin Dill

11 Extending the Spatial Coverage of a Voxel-Based Navigation Mesh

Kevin A. Kirst

12 Being Where It Counts: Telling Paragon Bots Where to Go

Mieszko Zieliński

13 Combat Outcome Prediction for Real-Time Strategy Games

Marius Stanescu, Nicolas A. Barriga, and Michael Buro

14 Guide to Effective Auto-Generated Spatial Queries

Eric Johnson

15 The Role of Time in Spatio-Temporal Reasoning: Three Examples from Tower Defense

Baylor Wetzel and Kyle Anderson

16 Pitfalls and Solutions When Using Monte Carlo Tree Search for Strategy and Tactical Games

Gijs-Jan Roelofs

17 Petri Nets and AI Arbitration

Sergio Ocio Barriales

18 Hierarchical Portfolio Search in Prismata

David Churchill and Michael Buro

About the Author

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.

Subject Categories

BISAC Subject Codes/Headings:
COM000000
COMPUTERS / General
COM012040
COMPUTERS / Programming / Games