Game AI Uncovered : Volume Five

個数:
  • 予約

Game AI Uncovered : Volume Five

  • 現在予約受付中です。出版後の入荷・発送となります。
    重要:表示されている発売日は予定となり、発売が延期、中止、生産限定品で商品確保ができないなどの理由により、ご注文をお取消しさせていただく場合がございます。予めご了承ください。

    ●3Dセキュア導入とクレジットカードによるお支払いについて
  • 【入荷遅延について】
    世界情勢の影響により、海外からお取り寄せとなる洋書・洋古書の入荷が、表示している標準的な納期よりも遅延する場合がございます。
    おそれいりますが、あらかじめご了承くださいますようお願い申し上げます。
  • ◆画像の表紙や帯等は実物とは異なる場合があります。
  • ◆ウェブストアでの洋書販売価格は、弊社店舗等での販売価格とは異なります。
    また、洋書販売価格は、ご注文確定時点での日本円価格となります。
    ご注文確定後に、同じ洋書の販売価格が変動しても、それは反映されません。
  • 製本 Paperback:紙装版/ペーパーバック版/ページ数 270 p.
  • 言語 ENG
  • 商品コード 9781032840536

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, and Ara: History Untold.

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, and pathfinding. Beginners in the field 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 Bartomeu, Sarat Rallabandi, Bruno Rebaque, John Reynolds, Matthew Reynolds, Lisa Ridley, Paul Roberts, Mateo Saldivar, Rafal Tyl, Rebecca Vessal, and James Vickers.

Contents

Chapter 1 Handling Navigation in Lords of the Fallen for Multiple Enemy Sizes

Bruno Rebaque

Chapter 2 Creating Clean Navigation Data in Lords of the Fallen

Bruno Rebaque

Chapter 3 Hack and Slash AI Combat Roles: A Simple Approach to

Dynamic Enemy Behaviour

David Soler Bartomeu

Chapter 4 Agitation System in Assassin's Creed Nexus

Lisa Ridley

Chapter 5 Creating Boss Behaviours in Luna Abyss

John Reynolds and Matthew Reynolds

Chapter 6 AI Level of Detail in Multiplayer Games

Laurent Couvidou

Chapter 7 Driver Assists in Racing: Using the Vehicle AI to

Aid the Player

Dr Nic Melder

Chapter 8 AI Showrunner - Managing Gameplay Experience with a Hierarchical Network of AI Directors

Dr Dominik Gotojuch

Chapter 9 Recast Navigation

Andy Brown

Chapter 10 Intelligent Cover

Paul Roberts and James (Jay) Vickers

Chapter 11 How‑To Smart Object

Carl Viktor Benjamin Lundström

Chapter 12 Utility AI and Emergent Gameplay: Transforming Game Worlds

Dr Vicky Bloom

Chapter 13 The Importance of Separation of Concerns in

AI Architecture

David Guzman

Chapter 14 Applications of Vector Fields in AI - The Navigation System of Speedball

Sarat Rallabandi

Chapter 15 Unlocking Doors

Philip Dunstan

Chapter 16 An Architecture for AI Game Masters in Tabletop RPGs

Matt Eland

Chapter 17 Follow Through: Ara: History Untold's Long‑Term Planning System

William Smith Chambers and Eric Alzheimer

Chapter 18 Using Nav‑Mesh Flood Fill to Speed Up Environment Querying

Slavomir Krbyla

Chapter 19 Using Monte Carlo Tree Search in Soccer Kids

Rafal Tyl

Chapter 20 The LLM Playwright: Managing NPC Dialogue and Behaviour in Real‑Time Using Large Language Models

Mateo Saldivar

Chapter 21 Bringing Ambient Animals to Life in Psychonauts 2

Rebecca (Beca) Vessal

Chapter 22 RMA*: Restricted Memory A*

Paul Roberts

最近チェックした商品