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GAME AI PRO 360: GUIDE TO TACTICS AND STRATEGY
Título:
GAME AI PRO 360: GUIDE TO TACTICS AND STRATEGY
Subtítulo:
Autor:
RABIN, S
Editorial:
CRC
Año de edición:
2019
Materia
PROGRAMACION DE JUEGOS
ISBN:
978-0-367-15088-4
Páginas:
242
48,95 €

 

Sinopsis

Steve Rabin's Game AI Pro 360: Guide to Tactics and Strategy gathers all the cutting-edge information from his previous three Game AI Pro volumes into a convenient single source anthology that covers game AI strategy and tactics. This volume is complete with articles by leading game AI programmers that focus largely on combat decisions made in a wide variety of genres such as RTS, RPG, MOBA, strategy and tower defense games.

Key Features

Provides real-life case studies of game AI in published commercial games
Material by top developers and researchers in Game AI
Downloadable demos and/or source code available online



Table of Contents
About the Editor

About the Contributors

Introduction

1 Tactical Position Selection: An Architecture and Query Language

Matthew Jack

2 Tactical Pathfinding on a NavMesh

Daniel Brewer

3 Beyond the Kung-Fu Circle: A Flexible System for Managing NPC Attacks

Michael Dawe

4 Hierarchical AI for Multiplayer Bots in Killzone

Remco Straatman, Tim Verweij, Alex Champandard, Robert Morcus, and Hylke Kleve

5 Using Neural Networks to Control Agent Threat Response

Michael Robbins

6 Looking for Trouble: Making NPCs Search Realistically

Rich Welsh

7 Modeling Perception and Awareness in Tom Clancy's Splinter Cell Blacklist

Martin Walsh

8 Escaping the Grid: Infinite-Resolution Influence Mapping

Mike Lewis

9 Modular Tactical Influence Maps

Dave Mark

10 Spatial Reasoning for Strategic Decision Making

Kevin Dill

11 Extending the Spatial Coverage of a Voxel-Based Navigation Mesh

Kevin A. Kirst

12 Being Where It Counts: Telling Paragon Bots Where to Go

Mieszko Zielinski

13 Combat Outcome Prediction for Real-Time Strategy Games

Marius Stanescu, Nicolas A. Barriga, and Michael Buro

14 Guide to Effective Auto-Generated Spatial Queries

Eric Johnson

15 The Role of Time in Spatio-Temporal Reasoning: Three Examples from Tower Defense

Baylor Wetzel and Kyle Anderson

16 Pitfalls and Solutions When Using Monte Carlo Tree Search for Strategy and Tactical Games

Gijs-Jan Roelofs

17 Petri Nets and AI Arbitration

Sergio Ocio Barriales

18 Hierarchical Portfolio Search in Prismata

David Churchill and Michael Buro