Game AI Pro 3

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advanced game AI techniques
agent-based modelling
AI Agent
Ai Character
AI Designer
Ai Developer
Ai Opponent
AI System
Anthony Francis
Barriga Nicolas A.
Baylor Wetzel
behavior trees
Ben G. Weber
Ben Sunshine-Hill
BT
Buro Michael
Category=A
Category=UGN
Category=UMK
Chris Jenner
Christopher Dragert
Cody Watts
computational intelligence
Conceptual Abstractions
CSV File
Current Game State
Daniel Brewer
David "RezGraham
David Churchill
David Young
Distance Consideration
eq_art-fashion-photography
eq_bestseller
eq_computing
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eq_isMigrated=2
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eq_non-fiction
Eric Jacopin
Eric Johnson
Eric Martel
Fabien Gravot
FINAL FANTASY XV
Game AI
Game Object
Gijs-Jan Roelofs
Graham Pentheny
Hendrik Skubch
Ian Horswill
Influence Map
Ingimar Hlm Gudmundsson
James Ryan
John Manslow
Joudan Tatsuhiro
Jurie Horneman
Kazuya Shimokawa
Kevin Dill
knowledge representation
Kousuke Namiki
Kyle Anderson
Marius Stanescu
Mark Langerak
Matthew Viglione
Matthew W. Johnson
MCTS
Michael Buro
Michael Mateas
Mieszko Zielin'ski
Mieszko Zielin´ski
Mike Lewis
Modular Components
motion control
Nathan R. Sturtevant
Nicolas A. Barriga
pathfinding algorithms
Prasert Prasertvithyakarn
Project Highrise
racing simulation AI
Random Number Generator
Robert Zubek
Rollason Jeff
RTS Game
Sebastian Hanlon
Sergio Ocio Barriales
Shintaro Minamino
Stanescu Marius
State Machine
Static Obstacles
Sumeet Jakatdar
tactical decision making
tactical reasoning
Takanori Yokoyama
Tomoki Komatsu
utility theory
Velocity Obstacle
Vice Versa
video game
Virtual Bool
Youichiro Miyake
Youji Shirakami

Product details

  • ISBN 9781498742580
  • Weight: 1151g
  • Dimensions: 191 x 235mm
  • Publication Date: 22 Jun 2017
  • Publisher: Taylor & Francis Inc
  • Publication City/Country: US
  • Product Form: Hardback
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Game AI Pro3: Collected Wisdom of Game AI Professionals presents state-of-the-art tips, tricks, and techniques drawn from developers of shipped commercial games as well as some of the best-known academics in the field. This book acts as a toolbox of proven techniques coupled with the newest advances in game AI. These techniques can be applied to almost any game and include topics such as behavior trees, utility theory, path planning, character behavior, and tactical reasoning.

KEY FEATURES

  • Contains 42 chapters from 50 of the game industry’s top developers and researchers.
  • Provides real-life case studies of game AI in published commercial games.
  • Covers a wide range of AI in games, with topics applicable to almost any game.
  • Includes downloadable demos and/or source code, available at http://www.gameaipro.com

SECTION EDITORS

Neil Kirby General Wisdom

Alex Champandard Architecture

Nathan Sturtevant Movement and Pathfinding

Damian Isla Character Behavior

Kevin Dill Tactics and Strategy; Odds and Ends

Steve Rabin is a principal software engineer at Nintendo Technology Development and has been a key figure in the game AI community for nearly 20 years. He is founder and advisor of the GDC AI Summit, founder of the AI Game Programmers Guild, editor of 8 game development books, and principal lecturer of game AI at the DigiPen Institute of Technology since 2006.