1st Edition

Game AI Pro 360: Guide to Character Behavior

By Steve Rabin Copyright 2020
    164 Pages 38 B/W Illustrations
    by CRC Press

    164 Pages 38 B/W Illustrations
    by CRC Press

    Steve Rabin’s Game AI Pro 360: Guide to Character Behavior gathers all the cutting-edge information from his previous three Game AI Pro volumes into a convenient single source anthology that covers character behavior in game AI. This volume is complete with articles by leading game AI programmers that focus on individual AI behavior such as character interactions, modelling knowledge, efficient simulation, difficulty balancing, and making decisions with case studies from both commercial and indie 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

    About the Editor

    About the Contributors

    Introduction

    1 Infected AI in The Last of Us

    Mark Botta

    2 Human Enemy AI in The Last of Us

    Travis McIntosh

    3 Ellie: Buddy AI in The Last of Us

    Max Dyckhoff

    4 Realizing NPCs: Animation and Behavior Control for Believable Characters

    Jeet Shroff

    5 Using Queues to Model a Merchant’s Inventory

    John Manslow

    6 Psychologically Plausible Methods for Character Behavior Design

    Phil Carlisle

    7 Behavior Decision System: Dragon Age Inquisition’s Utility Scoring Architecture

    Sebastian Hanlon and Cody Watts

    8 Paragon Bots: A Bag of Tricks

    Mieszko Zieliński

    9 Using Your Combat AI Accuracy to Balance Difficulty

    Sergio Ocio Barriales

    10 1000 NPCs at 60 FPS

    Robert Zubek

    11 Ambient Interactions: Improving Believability by Leveraging Rule-Based AI

    Hendrik Skubch

    12 Stochastic Grammars: Not Just for Words!

    Mike Lewis

    13 Simulating Character Knowledge Phenomena in Talk of the Town

    James Ryan and Michael Mateas

    Biography

    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.