Buch, Englisch, 208 Seiten, Format (B × H): 156 mm x 234 mm
Character AI
Buch, Englisch, 208 Seiten, Format (B × H): 156 mm x 234 mm
ISBN: 978-1-041-30606-1
Verlag: Taylor & Francis Ltd
Paul Roberts’ Game AI Uncovered Focus: Character AI brings together twenty chapters from the first six volumes of the Game AI Uncovered series into a handy single volume that focuses on the many different aspects of character AI in game development.
The techniques covered in these pages cover the underlying development of a wide array of published titles, including City of Gangsters, The Survivalists, Sackboy: A Big Adventure, The Persistence, Alpha Beta Gunner, Luna Abyss, Assassin’s Creed Nexus, The Sims, Zoo Tycoon, Dragon Age: Inquisition, Alien Isolation, amongst others.
Contained within these pages are overviews and insights covering a host of different game character AI techniques, including defining the context within which a character exists and how to test for believability, utility AI, animation driven behaviour, buddy AI, simulating social norms, simulating player behaviour, environmental cues, boss behaviour, and dumbing down AI.
Beginners to the area of game AI, along with professional developers, will find a wealth of knowledge that will not only help in the development of your own games but also spark ideas for new approaches.
This anthology includes chapters written by Dr Nuno Vicente Barreto, Dr Vicky Bloom, Richard Bull, Michele Condò, Sarah Cook, Steven Dalton, Dale Green, Johan Holthausen, Tobias Karlsson, Vincent Breton Kochanowski, Dr Fernando Penousal Machado, Alessia Nigretti, John Reynolds, Matthew Reynolds, Lisa Ridley, Paul Roberts, Dr Licínio Roque, Huw Talliss, Dr Tommy Thompson, David Wooldridge, and Dr Robert Zubek.
Zielgruppe
Professional Practice & Development and Undergraduate Advanced
Fachgebiete
Weitere Infos & Material
1. Simulation of Social Norms in City of Gangsters, 2. Characters Believability, 3. Monkey Business: NPC Player Imitation in Team17’s The Survivalists, 4. Not All AIs Are Made the Same, 5. Stitching it Together - The Enemies of Sackboy: A Big Adventure, 6. Creating Characters Using Components, 7. NPCs That Feel Alive: Achieving Variety and Complexity with Limited Resources, 8. Utility AI and Emergent Gameplay: Transforming Game Worlds, 9. Agitation System in Assassin’s Creed Nexus, 10. Systemic Vs Scripted, 11. Animation Driven Behaviour, 12. Combining Behaviour and Animation Systems in Luna Abyss, 13. Creating Boss Behaviours in Luna Abyss, 14. Using Voxels for Environmental Cues, 15. N-Gram for Any Direction Prediction in VR, 16. Character Utility Behaviour Graph, 17. The Creature Believability Scale, 18. Building a Buddy: Choosing the Right Brain, 19. Dumbing Down AI - The Art of Making Intelligence Stupid, 20. A Beginner’s Guide to AI Character Design




