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Full Description
Game AI Uncovered: Volume Five continues the series with another collection of chapters from twenty-three of the top game AI professionals and researchers, from around the world. Each chapter includes wisdom, ideas, tips and tricks that were used in the development of video games.
The techniques discussed in these pages cover the underlying development of a wide array of published titles, including Lords of the Fallen, Assassin's Creed Nexus, Soccer Kids, Luna Abyss, Race Driver: Grid, Speedball, Dirt, Psychonauts 2, F1, Ara: History Untold, and more.
Contained within this volume are insights that cover a host of different areas within game AI, including long-term planning, AI directors, smart objects, intelligent cover, NPC agitation, utility AI, dynamic enemy behaviour, level-of-detail AI, creating clean navigation data, driver assists, animal behaviours, boss behaviours, recast navigation, utility AI, vector fields, Monte Carlo tree search, pathfinding, and much 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 their own games but will spark ideas for new approaches.
This volume includes chapters written by Eric Alzheimer, Dr Vicky Bloom, Andy Brown, William Chambers, Laurent Couvidou, Philip Dunstan, Matt Eland, Dr Dominik Gotojuch, David Guzman, Slavomir Krbyla, Carl Viktor Benjamin Lundström, Dr Nic Melder, David Soler, Sarat Rallabandi, Bruno Rebaque, John Reynolds, Matthew Reynolds, Lisa Ridley, Paul Roberts, Mateo Saldivar, Rafal Tyl, Rebecca Vessal, and James Vickers.
Contents
1. Handling Navigation in Lords of the Fallen for Multiple Enemy Sizes, 2. Creating Clean Navigation Data in Lords of the Fallen, 3. Hack and Slash AI Combat Roles: A Simple Approach to Dynamic Enemy Behaviour, 4. Agitation System in Assassin's Creed Nexus, 5. Creating Boss Behaviours in Luna Abyss, 6. AI Level of Detail in Multiplayer Games, 7. Driver Assists in Racing: Using the Vehicle AI to Aid the Player, 8. AI Showrunner - Managing Gameplay Experience with a Hierarchical Network of AI Directors, 9. Recast Navigation, 10. Intelligent Cover, 11. How-To Smart Object, 12. Utility AI and Emergent Gameplay: Transforming Game Worlds, 13. The Importance of Separation of Concerns in AI Architecture, 14. Applications of Vector Fields in AI - The Navigation System of Speedball, 15. Unlocking Doors, 16. An Architecture for AI Game Masters in Tabletop RPGs, 17. Follow Through: Ara: History Untold's Long-Term Planning System, 18. Using Nav-Mesh Flood Fill to Speed Up Environment Querying, 19. Using Monte Carlo Tree Search in Soccer Kids, 20. The LLM Playwright: Managing NPC Dialogue and Behaviour in Real-Time using Large Language Models, 21. Bringing Ambient Animals to Life in Psychonauts 2, 22. RMA*: Restricted Memory A*



