Game AI Pro 360: Guide to Movement and Pathfinding

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advanced AI movement techniques
Agent's Velocity
Agent’s Velocity
AI Character
animation-driven locomotion
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behavior trees
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Collision Avoidance Algorithm
computational geometry
Congestion Maps
Convex Corners
crowd simulation
cutting-edge techniques
Diagonal Directions
Dragon Age
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Flow Fields
game AI techniques
Goal Vertex
hierarchical navigation
Jump Point
motion control
multi-agent systems
Navigation System
Obstacle Avoidance
Open List
Path Planning
path planning architectures
Path Planning Process
Playback Rate
Precomputed Data
real-time decision making
search algorithms
Search Space
Shortest Paths
Static Obstacles
Steering Behaviors
tactical reasoning
Traversal Cost
utility theory
Velocity Obstacle
video game
Visibility Graphs
Waypoint Graph

Product details

  • ISBN 9780367151119
  • Weight: 560g
  • 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 Movement and Pathfinding gathers all the cutting-edge information from his previous three Game AI Pro volumes into a convenient single source anthology covering movement and pathfinding in game AI. This volume is complete with articles by leading game AI programmers that explore better ways to smooth paths, avoid obstacles, and navigate 3D space with cutting-edge techniques.

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.

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