Game AI Pro 360: Guide to Architecture

Regular price €51.99
A01=Steve Rabin
advanced character behaviour systems
agent-based modelling
AI Agent
AI planning algorithms
AI System
Animation State
Author_Steve Rabin
Behavior Tree
Behavior Tree Actions
Behavior Tree System
behavior trees
Category=UGG
Category=UMK
Compound Task
Current World State
Distance Consideration
eq_bestseller
eq_computing
eq_isMigrated=1
eq_isMigrated=2
eq_nobargain
eq_non-fiction
finite state machines
Game AI
Game Artificial Intelligence
Game Objects
Game State
hierarchical task networks
HTN
Main Loop
motion control
Possibility Map
Primitive Task
real-time strategy AI
Robot Operating System
RTS Game
Seek Medic
State Machine
STL.
SZ5
tactical reasoning
utility theory
utility-based decision making
Vice Versa
video game
Virtual Bool

Product details

  • ISBN 9780367151041
  • Weight: 720g
  • Dimensions: 191 x 235mm
  • Publication Date: 23 Sep 2019
  • Publisher: Taylor & Francis Ltd
  • Publication City/Country: GB
  • Product Form: Paperback
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Steve Rabin’s Game AI Pro 360: Guide to Architecture gathers all the cutting-edge information from his previous three Game AI Pro volumes into a convenient single source anthology covering game AI architecture. This volume is complete with articles by leading game AI programmers that further explore modern architecture such as behavior trees and share architectures used in top games such as Final Fantasy XV, the Call of Duty series and the Guild War series.

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

Steve Rabin has 15 years at Nintendo of America, 4 years at various game developer start-ups, and 7 years of college teaching experience. He has been the invited keynote speaker at several academic AI conferences, founder and summit advisor for the AI Summit at GDC, GDC speaker, and founder/manager of the AI Game Programmers Guild.