1st Edition

Game AI Uncovered Focus Navigation

Edited By Paul Roberts Copyright 2027
240 Pages 139 B/W Illustrations
by CRC Press

240 Pages 139 B/W Illustrations
by CRC Press

Paul Roberts’ Game AI Uncovered Focus: Navigation brings together twenty chapters from the first five volumes of the Game AI Uncovered series into a handy single volume that focuses on the many different aspects of agent navigation in game development. The techniques covered in these pages cover the underlying development of a wide array of published titles, including Speedball, Lords of the... Read more

Introduction

1. Applications of Vector Fields in AI – The Navigation System of Speedball

Sarat Rallabandi

2. Go with the Flow: Flow Fields - Beyond a Single Target

Paul Roberts

3. Environment Steering

Rodolfo Fava

4. Believable Routes: A Pathfinding Acceptability Metric

Paul Roberts

5. Low-Cost, Mutable Path-Planning Spaces

Steven Dalton

6. The Corridor Map Method – A Different Approach to Pathfinding

Tobias Karlsson

7. JP-DRS: Jump-Point Directed Recursion Search

Paul Roberts

8. Implementing a Simple 3D Waypoint Grid for Efficient Pathfinding in Eve: Valkyrie

Dr Allan Bruce

9. Creature Navigation in the Air and on the Ground

Jason Lok Heng Chin

10. Beyond Basic Pathfinding: Natural NPC Movement

Marc Vassallucci

11. Fluid Movement

Johan Holthausen

12. AI Under Lockdown: Various Approaches to NPC Tethering

Laurent Couvidou

13. Low Bandwidth, Synchronised Path Following in Team17’s The Survivalists

Steven Dalton

14. Handling Navigation in Lords of the Fallen for Multiple Enemy Sizes

Bruno Rebaque

15. High Speed Vehicle Driving in Wheelman

Dr Allan Bruce

16. Recast Navigation

Andy Brown

17. Auto Generating Navigation Link Data

Dale Green

18. Using Nav-Mesh Flood Fill to Speed Up Environment Querying

Slavomir Krbyla

19. Creating Clean Navigation Data in Lords of the Fallen

Bruno Rebaque

20. Navigating Broken Data

Jonas Gillberg

Biography

Paul Roberts is a Senior Lecturer and Course Lead for BSc (Hons) Computer Games Programming at the University of Staffordshire. Prior to this he was Technical Director at his own independent game studio Grinning Cat. He has worked in a variety of Principal/Lead AI Programmer roles for a range of studios in the UK including Sumo Digital, Team17, Traveller’s Tales, Activision, and some smaller indie studios. Paul has a range of published titles including Worms Revolution, Pitfall!, Call of Duty: Strike Team, The Lego Movie: The Video Game, Pixel-8, and Power-Up. Paul has a Master’s by Research in Computer Science (with Artificial Intelligence), which focused on pathfinding, the development of the DRS algorithm and ways to test the believability of generated paths. Paul is currently a PhD candidate exploring believable decision-making based on memories for boxing games. Paul set up the GameAI Discord channel that has brought together hundreds of game AI professionals, where approaches are shared and ideas discussed. He has recently started the GameAIUncovered YouTube channel, which explains how different game AI concepts work, has written several books, some fiction, others academic, and is the editor for this Game AI Uncovered series.