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

Game AI Pro

Collected Wisdom of Game AI Professionals, 1st Edition

Edited by Steven Rabin

A K Peters/CRC Press

598 pages | 139 B/W Illus.

Purchasing Options:$ = USD
Hardback: 9781466565968
pub: 2013-09-11
eBook (VitalSource) : 9780429100277
pub: 2013-09-11
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Successful games merge art and technology in truly unique ways. Fused under tight production deadlines and strict performance requirements, shaped by demanding player expectations, games are among the most complex software projects created today. Game AI Pro: Collected Wisdom of Game AI Professionals covers both the art and the technology of game AI. Nothing covered is theory or guesswork. The book brings together the accumulated wisdom, cutting-edge ideas, and clever tricks and techniques of 54 of today’s top game AI professionals. Some chapters present techniques that have been developed and passed down within the community for years while others discuss the most exciting new research and ideas from today’s most innovative games.

The book includes core algorithms that you’ll need to succeed, such as behavior trees, utility theory, spatial representation, path planning, motion control, and tactical reasoning. It also describes tricks and techniques that will truly bring your game to life, including perception systems, social modeling, smart camera systems, player prediction, and even an AI sound designer. Throughout, the book discusses the optimizations and performance enhancements that enable your game to run while maintaining 60 frames per second.

Table of Contents

General Wisdom

What Is Game AI?

Kevin Dill

Informing Game AI through the Study of Neurology

Brett Laming

Advanced Randomness Techniques for Game AI: Gaussian Randomness, Filtered Randomness, and Perlin Noise

Steve Rabin, Jay Goldblatt, and Fernando Silva


Behavior Selection Algorithms: An Overview

Michael Dawe, Steve Gargolinski, Luke Dicken, Troy Humphreys, and Dave Mark

Structural Architecture—Common Tricks of the Trade

Kevin Dill

The Behavior Tree Starter Kit

Alex J. Champandard and Philip Dunstan

Real-World Behavior Trees in Script

Michael Dawe

Simulating Behavior Trees: A Behavior Tree/Planner Hybrid Approach

Daniel Hilburn

An Introduction to Utility Theory

David “Rez” Graham

Building Utility Decisions into Your Existing Behavior Tree

Bill Merrill

Reactivity and Deliberation in Decision-Making Systems

Carle Côté

Exploring HTN Planners through Example

Troy Humphreys

Hierarchical Plan-Space Planning for Multiunit Combat Maneuvers

William van der Sterren

Phenomenal AI Level-of-Detail Control with the LOD Trader

Ben Sunshine-Hill

Runtime Compiled C++ for Rapid AI Development

Doug Binks, Matthew Jack, and Will Wilson

Plumbing the Forbidden Depths: Scripting and AI

Mike Lewis

Movement and Pathfinding

Pathfinding Architecture Optimizations

Steve Rabin and Nathan Sturtevant

Choosing a Search Space Representation

Nathan R. Sturtevant

Creating High-Order Navigation Meshes through Iterative Wavefront Edge Expansions

D. Hunter Hale and G. Michael Youngblood

Precomputed Pathfinding for Large and Detailed Worlds on MMO Servers

Fabien Gravot, Takanori Yokoyama, and Youichiro Miyake

Techniques for Formation Movement using Steering Circles

Stephen Bjore

Collision Avoidance for Preplanned Locomotion

Bobby Anguelov

Crowd Pathfinding and Steering Using Flow Field Tiles

Elijah Emerson

Efficient Crowd Simulation for Mobile Games

Graham Pentheny

Animation-Driven Locomotion with Locomotion Planning

Jarosław Ciupiński

Strategy and Tactics

Tactical Position Selection: An Architecture and Query Language

Matthew Jack

Tactical Pathfinding on a NavMesh

Daniel Brewer

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

Michael Dawe

Hierarchical AI for Multiplayer Bots in Killzone 3

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

Using Neural Networks to Control Agent Threat Response

Michael Robbins

Agent Awareness and Knowledge Representation

Crytek’s Target Tracks Perception System

Rich Welsh

How to Catch a Ninja: NPC Awareness in a 2D Stealth Platformer

Brook Miles

Asking the Environment Smart Questions

Mieszko Zielinski

A Simple and Robust Knowledge Representation System

Phil Carlisle

A Simple and Practical Social Dynamics System

Phil Carlisle

Breathing Life into Your Background Characters

David “Rez” Graham

Alibi Generation: Fooling All the Players All the Time

Ben Sunshine-Hill


An Architecture Overview for AI in Racing Games

Simon Tomlinson and Nic Melder

Representing and Driving a Race Track for AI Controlled Vehicles

Simon Tomlinson and Nic Melder

Racing Vehicle Control Systems using PID Controllers

Nic Melder and Simon Tomlinson

The Heat Vision System for Racing AI: A Novel Way to Determine Optimal Track Positioning

Nic Melder

A Rubber-Banding System for Gameplay and Race Management

Nic Melder

Odds and Ends

An Architecture for Character-Rich Social Simulation

Michael Mateas and Josh McCoy

A Control-Based Architecture for Animal Behavior

Michael Ramsey

Introduction to GPGPU for AI

Conan Bourke and Tomasz Bednarz

Creating Dynamic Soundscapes Using an Artificial Sound Designer

Simon Franco

Tips and Tricks for a Robust Third-Person Camera System

Eric Martel

Implementing N-Grams for Player Prediction, Procedural Generation, and Stylized AI

Joseph Vasquez II

About the Editor

Steve Rabin is a principal software engineer at Nintendo of America, where he researches new techniques for Nintendo’s current and future platforms, architects development tools, and supports Nintendo developers. He also teaches game AI at the DigiPen Institute of Technology. He was previously an AI engineer at several start-up companies, including Gas Powered Games, WizBang Software Productions, and Surreal Software. He is the founder of the professional group AI Game Programmers Guild, with over 350 members worldwide. He earned a BS in computer engineering and an MS in computer science, both from the University of Washington.

Subject Categories

BISAC Subject Codes/Headings:
COMPUTERS / Programming / Games