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 AI Game Programming Wisdom 3
  

  AI Game Programming Wisdom 3 by Steve Rabin

  • Published by: CHARLES RIVER MEDIA
  • Author: Steve Rabin
  • Page Count: 734
  • Group: PROGRAMMING - GAME AI
  • ISBN: 1584504579 / 9781584504573
  • Published: Apr 2006

Our Price: 43.50
Discount: 25%
RRP: 58.00 

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Book Information and Description:

AI Game Programming Wisdom 3
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.

CONTENTS:

Section 1 General Wisdom: Custom Tool Design for AI; Designing for Emergence; Declarative AI for Games;What Game AI Developers Can Do to Improve Interaction with Academic AI Researchers; Strategies for Multi-Processor AI; Fun Game AI Design for Beginners; Design Patterns for AI Programmers; Writing AI as Sport, Peter Cowling; Section 2 Pathfinding: Fast Navigation Mesh Precomputation and Pathfinding on GPU; Bringing A* to the 21st Century; Improving on Near-Optimality: More Techniques for Building Navigation; Cooperative Pathfinding; Smoothing a Nav Mesh Path; Section 3 Movement: Fast, Neat and Under Control: Inverse Steering Behaviors for Physical Autonomous Agents; A Practical System for Real-Time Crowd Simulation on Next-Generation Gaming Platforms; Insect AI 2 - Physical Animation; Intelligent Steering Using Adaptive PID Controllers; Automating Camera Placement with Constraint Satisfaction Methods; Flow Fields and other Multidimentional Fuzzy Constructs; Section 4 Architecture: Introduction to Behavior-based Systems for Games; BC AI Architecture; Flexible AI System Through Behavior Compositing; Extending Simple Weighted-Sum Systems; Simulating a Plan; A Multitasking Agent Architecture; Goal Trees; Prioritizing Your Actions in a Goal-Based AI; An Unified Architecture for Goal Planning and Navigation; AI Waterfall, Populating Large Worlds Using Limited Resources; Flexible Object-Composition Architecture;Orwellian State Machines; Section 5 Tactics and Planning: Killzone's AI: Procedural Dynamic Combat Tactics; Occupancy Maps; Integrated On- and Off-Line Cover Finding and Exploitation; Coordinating Teams of Bots with Hierarchical Task Network Planning; Section 6 Genre Specific: Citizen Unit AI for RTS; An AI Framework for a Combat Based Flight Simulation; Environmental Awareness in Game Agents; Building a Better Buddy: Interpreting the Player's Behavior; Ant Colony Organization for MMORPG and RTS Creature Resource Gathering; Fast and Accurate Gesture Recognition (for Character Control); Training Digital Monsters to Fight in the Real World; The Suffering: Game AI Lessons Learned; Section 7 Scripting and Dialog Combat Dialog: Opinion Systems; Intelligent Story Direction in the Interactive Drama Architecture; An Analysis of Far Cry: Instincts "Anchor System; How to Make Your Own Visual Scripting Tool; Section 8 Learning and Adaptation: Introduction to Hidden Markov Models; Constructing Adaptive AI using Knowledge-Based Neuroevolution; Dynamic Scripting; A Survey of Learning in Games;What Designers Need to Know about AI Learning Methods; Is Machine Learning Right for Your Game?; A New Look at AI Learning Methods; Preference-Based Player Modeling; Encoding Schemes and Fitness Functions for Gas

 

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