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Cutting-edge character behavior techiques for game AI primarily from game developers of shipped commercial games. The book acts as a toolbox of techniques that can be applied to many common and not-so-common situations.
Sommario
About the Editor
About the Contributors
Introduction
1 Infected AI in
The Last of UsMark Botta
2 Human Enemy AI in
The Last of UsTravis McIntosh
3 Ellie: Buddy AI in
The Last of UsMax Dyckhoff
4 Realizing NPCs: Animation and Behavior Control for Believable Characters
Jeet Shroff
5 Using Queues to Model a Merchant's Inventory
John Manslow
6 Psychologically Plausible Methods for Character Behavior Design
Phil Carlisle
7 Behavior Decision System:
Dragon Age Inquisition's Utility Scoring Architecture
Sebastian Hanlon and Cody Watts
8
Paragon Bots: A Bag of Tricks
Mieszko Zieli¿ski
9 Using Your Combat AI Accuracy to Balance Difficulty
Sergio Ocio Barriales
10 1000 NPCs at 60 FPS
Robert Zubek
11 Ambient Interactions: Improving Believability by Leveraging Rule-Based AI
Hendrik Skubch
12 Stochastic Grammars: Not Just for Words!
Mike Lewis
13 Simulating Character Knowledge Phenomena in
Talk of the TownJames Ryan and Michael Mateas
Info autore
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.