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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, 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



