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AI Game Programming Wisdom 2

AI Game Programming Wisdom 2
Author: Steve Rabin
Publisher:
Total Pages: 732
Release: 2004-01
Genre: Computers
ISBN: 9781584502890

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Presents articles by artificial intelligence programmers that discuss techniques, concepts, architectures, and philosophies of AI game programming.


Game AI Pro 2

Game AI Pro 2
Author: Steven Rabin
Publisher: CRC Press
Total Pages: 577
Release: 2015-04-17
Genre: Computers
ISBN: 1498760422

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Game AI Pro2: Collected Wisdom of Game AI Professionals presents cutting-edge tips, tricks, and techniques for artificial intelligence (AI) in games, drawn from developers of shipped commercial games as well as some of the best-known academics in the field. It contains knowledge, advice, hard-earned wisdom, and insights gathered from across the com


Game AI Pro 3

Game AI Pro 3
Author: Steve Rabin
Publisher: CRC Press
Total Pages: 536
Release: 2017-07-12
Genre: Computers
ISBN: 1351647741

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Game AI Pro3: Collected Wisdom of Game AI Professionals presents state-of-the-art tips, tricks, and techniques drawn from developers of shipped commercial games as well as some of the best-known academics in the field. This book acts as a toolbox of proven techniques coupled with the newest advances in game AI. These techniques can be applied to almost any game and include topics such as behavior trees, utility theory, path planning, character behavior, and tactical reasoning. KEY FEATURES Contains 42 chapters from 50 of the game industry’s top developers and researchers. Provides real-life case studies of game AI in published commercial games. Covers a wide range of AI in games, with topics applicable to almost any game. Includes downloadable demos and/or source code, available at http://www.gameaipro.com SECTION EDITORS Neil Kirby General Wisdom Alex Champandard Architecture Nathan Sturtevant Movement and Pathfinding Damian Isla Character Behavior Kevin Dill Tactics and Strategy; Odds and Ends


AI Game Development

AI Game Development
Author: Alex J. Champandard
Publisher: New Riders
Total Pages: 772
Release: 2003
Genre: Computers
ISBN: 9781592730049

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With game players expecting greater intelligence, efficiency, and realism with non-player characters, AI plays an ever-increasing important role in game development. This is a tremendous challenge for game developers in methodology, software design, and programming. Creating autonomous synthetic creatures that can adapt in games requires a different kind of understanding of AI than the classical approach used by current game programmers. The Nouvelle Game AI approach presented in this book focuses on creating embodied "animats" that behave in an intelligent and realistic manner. In particular, learning AI is generating much interest among the game development community, as these modern techniques can be used to optimize the development process. Book jacket.


Programming Game AI by Example

Programming Game AI by Example
Author: Mat Buckland
Publisher: Jones & Bartlett Learning
Total Pages: 522
Release: 2005
Genre: Computers
ISBN: 9781556220784

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This book describes in detail many of the AI techniques used in modern computer games, explicity shows how to implement these practical techniques within the framework of several game developers with a practical foundation to game AI.


Game AI Uncovered

Game AI Uncovered
Author: Paul Roberts
Publisher: CRC Press
Total Pages: 217
Release: 2024-02-23
Genre: Computers
ISBN: 1003847722

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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. .


AI Game Programming Wisdom 4

AI Game Programming Wisdom 4
Author: Steve Rabin
Publisher: Course Technology PTR
Total Pages: 699
Release: 2008
Genre: Computers
ISBN: 9781584505235

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This all-new volume is filled with over 60 new, ready-to-use expert techniques, ideas, and solutions for game developers.


AI Game Programming Wisdom 3

AI Game Programming Wisdom 3
Author: Steve Rabin
Publisher:
Total Pages: 778
Release: 2006
Genre: Computers
ISBN:

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This all-new volume is filled with over 60 new, ready-to-use expert techniques, ideas, and solutions for game developers.