Rabin Steve - Game AI Pro 3
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Game AI Pro 3
Game AI Pro 3
Collected Wisdom of Game AI Professionals
Edited by
Steve Rabin
CRC Press
Taylor & Francis Group
6000 Broken Sound Parkway NW, Suite 300
Boca Raton, FL 33487-2742
2017 by Taylor & Francis Group, LLC
CRC Press is an imprint of Taylor & Francis Group, an Informa business
No claim to original U.S. Government works
Printed on acid-free paper
International Standard Book Number-13: 978-1-4987-4258-0 (Hardback)
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Contents
Steve Rabin
John Manslow
Matthew W. Johnson, Fabien Gravot, Shintaro Minamino, Ingimar Hlm Gumundsson, Hendrik Skubch, and Youichiro Miyake
Baylor Wetzel and Kyle Anderson
Kevin Dill
David Young
Sergio Ocio Barriales
Kevin Dill and Christopher Dragert
Anthony Francis
Sumeet Jakatdar
Youichiro Miyake, Youji Shirakami, Kazuya Shimokawa, Kousuke Namiki, Tomoki Komatsu, Joudan Tatsuhiro, Prasert Prasertvithyakarn, and Takanori Yokoyama
David Rez Graham
Mike Lewis
Nicolas A. Barriga, Marius Stanescu, and Michael Buro
Eric Martel
Ingimar Hlm Gumundsson, Hendrik Skubch, Fabien Gravot, and Youichiro Miyake
Chris Jenner and Sergio Ocio Barriales
Graham Pentheny
Ben Sunshine-Hill
Mark Langerak
Daniel Brewer
Steve Rabin and Nathan R. Sturtevant
Nathan R. Sturtevant and Steve Rabin
Mieszko Zieliski
Marius Stanescu, Nicolas A. Barriga, and Michael Buro
Eric Johnson
Baylor Wetzel and Kyle Anderson
Gijs-Jan Roelofs
Sergio Ocio Barriales
David Churchill and Michael Buro
Sebastian Hanlon and Cody Watts
Mieszko Zieliski
Sergio Ocio Barriales
Robert Zubek
Hendrik Skubch
Mike Lewis
James Ryan and Michael Mateas
Jurie Horneman
Ben G. Weber
ric Jacopin
Jeff Rollason
Ian Horswill, Robert Zubek, and Matthew Viglione
Welcome to an all new volume of Game AI Pro! As with each book in this series, I am proud to deliver brand new material from 50 of the top developers and researchers in the field of game AI. With 42 chapters of innovative techniques and algorithms, I am humbled at the goodwill and sharing of wisdom that this work represents. This book is a testament to the generous community of game AI developers as well as the larger game development community. Everyone involved in this effort believes that sharing information is the single best way to rapidly innovate, grow as developers, and continue to move the game industry forward. We sincerely hope that you will benefit from the insights and wisdom held within this book.
This book is divided into six primary sections. In the first section, General Wisdom, we have a selection of techniques that generally apply to all games. In the Architecture section, we further explore modern architectures such as behavior trees and share architectures used in top games such as FINAL FANTASY XV, the Call of Duty series, and the Guild Wars series. In the Movement and Pathfinding section, we explore ways to better smooth paths, avoid obstacles, and navigate 3D space, and present cutting-edge techniques to speed up A* and Dijkstra. The Tactics and Strategy section focuses largely on combat decisions made in a wide variety of genres such as RTS, RPG, MOBA, strategy, and tower defense games. In the Character Behavior section, we look at individual AI behavior such as character interactions, modeling knowledge, efficient simulation, difficulty balancing, and making decisions with case studies from both commercial games (Paragon, Dragon Age Inquisition, and FINAL FANTASY XV) and indie games (Project Highrise and Talk of the Town). Finally, we end with the Odds and Ends section that contains chapters on specialized AI topics ranging from recommendation systems to random number generation and procedural content generation.
Right now, the game AI community is larger than ever and I want to invite you to discover all of the wonderful resources that are available. In addition to reading about new game AI techniques in the Game AI Pro book series, there are annual conferences, which are academic and developer centric, all over the globe. Organized by developers, there is the GDC AI Summit in San Francisco and the Game/AI Conference in Europe. Organized by academia, there is the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE) and the IEEE Conference on Computational Intelligence and Games. Outside of events, there are two communities that have also sprung up to help developers. The AI Game Programmers Guild is a free professional group with more than 500 worldwide members (http://www.gameai.com), and there is a wonderful community of hobbyists and professionals at AiGameDev.com. We warmly welcome you to come and hang out with us at any one of these conferences or participate in one of our online communities!
Example programs and source code to accompany the chapters are available at http://www.gameaipro.com.
General System Requirements
The following are required to compile and execute the example programs:
The DirectX August 2009 SDK
DirectX 9.0 compatible or newer graphics card
Windows 7 or newer
Visual C++ .NET 2012 or newer
Updates
Example programs and source code will be updated as needed.
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