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Ai Game Programming Wisdom 3,9781584504573

Ai Game Programming Wisdom 3

by
Edition: CD
Format: Hardcover
Pub. Date: 3/9/2006
Publisher(s): Charles River Media
Availability: This title is currently not available.

Summary

AI Game Programming Wisdom 3 grants you an insider's look at cutting-edge AI techniques used by industry professionals in such games as Fable, Halo 2, and the Battlefield series. Successful commercial games like these require years of research and development in order to deliver exciting, new gameplay experiences. The wealth of knowledge gained through this hard work is invaluable and by sharing it, the 50+ authors in this book have generously given you the tools and techniques you need to build top tier games. In AI Game Programming Wisdom 3, you'll find an entirely new collection of exclusive tips, tricks, techniques, algorithms, and architectures that can't be found anywhere else. And as with previous volumes, the goal of this book is to offer useful, insightful, and clever ideas to help expand your own personal AI toolbox. New to this volume is the inclusion of longer and more detailed articles that allow for a more in-depth exploration of each topic. With this book, you'll be standing on the shoulders of game industry giants and taking advantage of their hard earned wisdom and insights. So take these techniques, build upon them, and lead the industry toward innovative gameplay and the next generation of games.

Table of Contents

Preface ix
Acknowledgments xiii
About the Cover Image xv
Contributor Bios xvii
SECTION 1 GENERAL WISDOM
1(96)
Custom Tool Design for Game Al
3(10)
P.J. Snavely
Using STL and Patterns for Game Al
13(16)
James Freeman-Hargis
Declarative Al Design for Games---Considerations for MMOGs
29(16)
Nathan Combs
Designing for Emergence
45(10)
Benjamin Wootton
Fun Game Al Design for Beginners
55(10)
Matt Gilgenbach
Strategies for Multiprocessor Al
65(12)
Sergio Garces
Academic Al Research and Relations with the Game Industry
77(12)
Christian Baekkelund
Writing Al as Sport
89(8)
Peter Cowling
SECTION 2 PATHFINDING
97(60)
Cooperative Pathfinding
99(14)
David Silver
Improving on Near-Optimality: More Techniques for Building Navigation Meshes
113(16)
Fredrik Farnstrom
Smoothing a Navigation Mesh Path
129(12)
Geraint Johnson
Preprocessed Pathfinding Using the GPU
141(16)
Renaldas Zioma
SECTION 3 MOVEMENT
157(92)
Flow Fields for Movement and Obstacle Avoidance
159(14)
Bob Alexander
Autonomous Camera Control with Constraint Satisfaction Methods
173(16)
Owen Bourne
Abdul Sattar
Insect Al 2: Implementation Strategies
189(16)
Nick Porcino
Intelligent Steering Using Adaptive PID Controllers
205(16)
Euan Forrester
Fast, Neat, and Under Control: Arbitrating Between Steering Behaviors
221(12)
Heni Ben Amor
Jan Murray
Oliver Obst
Real-Time Crowd Simulation Using Al.implant
233(16)
Paul Kruszewski
SECTION 4 ARCHITECTURE
249(128)
Flexible Object-Composition Architecture
251(14)
Sergio Garces
A Goal-Based, Multitasking Agent Architecture
265(10)
Elizabeth Gordon
Orwellian State Machines
275(14)
Igor Borovikov
A Flexible Al System through Behavior Compositing
289(12)
Matt Gilgenbach
Travis McIntosh
Goal Trees
301(10)
Geraint Johnson
A Unified Architecture for Goal Planning and Navigation
311(10)
Dominic Filion
Prioritizing Actions in a Goal-Based RTS Al
321(10)
Kevin Dill
Extending Simple Weighted-Sum Systems
331(10)
Sergio Garces
Al Waterfall: Populating Large Worlds Using Limited Resources
341(10)
Sandeep V. Kharkar
An Introduction to Behavior-Based Systems for Games
351(14)
Aaron Khoo
Simulating a Plan
365(12)
Petar Kotevski
SECTION 5 TACTICS AND PLANNING
377(52)
Probabilistic Target Tracking and Search Using Occupancy Maps
379(10)
Damian Isla
Dynamic Tactical Position Evaluation
389(16)
Remco Straatman
Arjen Beij
William van der Sterren
Finding Cover in Dynamic Environments
405(12)
Christian J. Darken
Gregory H. Paull
Coordinating Teams of Bots with Hierarchical Task Network Planning
417(12)
Hector Munoz-Avila
Hai Hoang
SECTION 6 GENRE SPECIFIC
429(100)
Training Digital Monsters to Fight in the Real World
431(14)
James Boer
John Corpening
The Suffering: Game Al Lessons Learned
445(12)
Greg Alt
Environmental Awareness in Game Agents
457(12)
Penny Sweetser
Fast and Accurate Gesture Recognition for Character Control
469(10)
Markus Wob
Being a Better Buddy: Interpreting the Player's Behavior
479(16)
William van der Sterren
Ant Colony Organization for MMORPG and RTS Creature Resource Gathering
495(12)
Jason Dunn
RTS Citizen Unit Al
507(10)
Shawn Shoemaker
A Combat Flight Simulation Al Framework
517(12)
Phil Carlisle
SECTION 7 SCRIPTING AND DIALOG
529(68)
Opinion Systems
531(24)
Adam Russell
An Analysis of Far Cry Instincts' Anchor System
555(12)
Eric Martel
Creating a Visual Scripting System
567(16)
Matthew McNaughton
Thomas Roy
Intelligent Story Direction in the Interactive Drama Architecture
583(14)
Brian Magerko
SECTION 8 LEARNING AND ADAPTATION
597(112)
Practical Algorithms for In-Game Learning
599(18)
John Manslow
A Brief Comparison of Machine Learning Methods
617(16)
Christian Baekkelund
Introduction to Hidden Markov Models
633(14)
Robert Zubek
Preference-Based Player Modeling
647(14)
Jeroen Donkers
Pieter Spronck
Dynamic Scripting
661(16)
Pieter Spronck
Encoding Schemes and Fitness Functions for Genetic Algorithms
677(10)
Dale Thomas
A New Look at Learning and Games
687(6)
Christian Baekkelund
Constructing Adaptive Al Using Knowledge-Based Neuroevolution
693(16)
Ryan Cornelius
Kenneth O. Stanley
Risto Miikkulainen
About the CD-ROM 709(2)
Index 711

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