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

    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 a wide array of published titles, including Hood: Outlaws and Legends, The Escapists 2, Sackboy: A Big Adventure, Call of Duty: Strike Team, GTI+ Club, Split/Second, Sonic All Stars Racing Transformed, Luna Abyss, Medal of Honor Heroes I & II, Age of Empires IV, Watch Dogs, Battlefield 2042, Plants vs. Zombies: Battle for Neighborville, Dead Space, and more.

    Contained within this volume are overviews and insight covering a host of different areas within game AI, including situational awareness, pathfinding, tethering, squad behaviours, coordination, auto-generating navigation link data, fluid movement, combining behaviour and animation systems, pedal control for cars, tactical positioning, level of detail, infinite axis utility systems, hierarchical state machines, bots for testing, reactive behaviour trees, and more.

    Beginners to the area of game AI, along with professional developers, will find a wealth of knowledge that will not only help in the development of your own games but will also spark ideas for new approaches.

    This volume includes chapters written by Andy Brown, Dr Allan Bruce, Richard Bull, Laurent Couvidou, Steven Dalton, Michele Ermacora, Jonas Gillberg, Dale Green, Johan Holthausen, Dr Aitor Santamaría Ibirika, Dr Nic Melder, Sarat Rallabandi, Bruno Rebaque, John Reynolds, Paul Roberts, David Rogers, Andrea Schiel, Huw Talliss, Dr Tommy Thompson, and David Wooldridge.





    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



    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.