1st Edition

Game AI Uncovered Volume One

Edited By Paul Roberts Copyright 2024
216 Pages 86 B/W Illustrations
by CRC Press

216 Pages 86 B/W Illustrations
by CRC Press

216 Pages 86 B/W Illustrations
by CRC Press

Game AI Uncovered: Volume One kicks off a brand-new series of books that focus on the development of artificial intelligence in video games. This volume brings together the collected wisdom, ideas, tricks, and cutting-edge techniques from 20 of the top game AI professionals and researchers from around the world. The techniques discussed in these pages cover the underlying development of... Read more

Preface

Acknowledgements

Editor

Contributors

Chapter 1 The Changing Landscape of AI for Game Development

Dr Tommy Thompson

Chapter 2 Implementing an AI Framework in Unreal for Medium- to Large-Scale Numbers of Disparate AI in Hood: Outlaws and Legends

Dr Allan Bruce

Chapter 3 Predicting When and Where to Intercept Players in Hood: Outlaws and Legends

Dr Allan Bruce

Chapter 4 Getting Caught Off Guard: Situational Awareness in The Escapists 2

David Rogers

Chapter 5 Stitching It Together: The Enemies of Sackboy: A Big Adventure

Huw Talliss

Chapter 6 Squad Behaviour Using a Task Stack Approach for Call of Duty: Strike Team

Richard Bull

Chapter 7 Reactive Behaviour Trees

Sarat Rallabandi and Paul Roberts

Chapter 8 Tailoring Racing AI to the Genre

Andy Brown

Chapter 9 Believable Routes: A Pathfinding Acceptability Metric

Paul Roberts

Chapter 10 AI Under Lockdown: Various Approaches to NPC Tethering

Laurent Couvidou

Chapter 11 Low-Cost, Mutable Path-Planning Spaces

Steven Dalton

Chapter 12 Auto-Generating Navigation Link Data

Dale Green

Chapter 13 Fluid Movement

Johan Holthausen

Chapter 14 Combining Behaviour and Animation Systems in Luna Abyss

John Reynolds

Chapter 15 How to Make Your AI Fireproof: 25 Years of AI Firefighting

Andrea Schiel

Chapter 16 Pedal Control for Cars: How to Maintain Speed, Change Speed, and Stop at a Point

Dr Nic Melder

Chapter 17 Bots for Testing

Jonas Gillberg

Chapter 18 Infinite Axis Utility System and Hierarchical State Machines

David Wooldridge

Chapter 19 Tactical Positioning through Environmental Analysis

Michele Ermacora

Chapter 20 Level of Detail: Saving Crucial CPU Time

Bruno Rebaque

Chapter 21 Agent Coordination: Designing a Generalised Coordination Layer

Dr Aitor Santamaría Ibirika

Index

Biography

Paul Roberts is a Lead AI programmer at Sumo Digital. He has a Master’s degree in Computer Science with Artificial Intelligence, where he focused on pathfinding and developed the DRS algorithm and ways to test the believability of generated paths. He has worked for a variety of studios in the UK from Team17, Traveller’s Tales, Activision, and some smaller indie studios. Paul also managed the Games Programming department at Staffordshire University for several years where he oversaw the development of new degree programs that saw a close collaboration with the games industry. Paul has written a number of books – some fiction, others academic – the latest of which is Artificial Intelligence in Games published by CRC Press in 2022.