Limit search to available items
Record 7 of 11
Previous Record Next Record
Book Cover
E-book
Author Rabin, Steve

Title Game AI Pro 360
Published Milton : CRC Press LLC, 2019

Copies

Description 1 online resource (165 pages)
Contents Cover; Half Title; Title Page; Copyright Page; Contents; About the Editor; About the Contributors; Introduction; 1 Infected AI in The Last of Us; 1.1 Introduction; 1.2 The Infected; 1.3 AI System; 1.4 Skills and Behaviors; 1.5 Conclusion; References; 2 Human Enemy AI in The Last of Us; 2.1 Introduction; 2.2 Building Blocks; 2.3 AI Perception; 2.4 Cover and Posts; 2.5 Skills, States, and Behaviors; 2.6 Stealth; 2.7 Lethality; 2.8 Flanking; 2.9 Polish; 2.10 Conclusion; 3 Ellie: Buddy AI in The Last of Us; 3.1 Introduction; 3.2 Starting from Scratch; 3.3 Ambient Following; 3.4 Taking Cover
3.5 Combat Utility3.6 Armed Combat; 3.7 Finishing Touches; 3.8 Conclusion; 4 Realizing NPCs: Animation and Behavior Control for Believable Characters; 4.1 Introduction; 4.2 Character Movement; 4.3 Interrupting and Blending Movement; 4.4 Combining Actions; 4.5 Tracking; 4.6 Behaviors; 4.7 Conclusion; 5 Using Queues to Model a Merchant's Inventory; 5.1 Introduction; 5.2 M/M/1 Queues; 5.3 Modeling a Merchant's Inventory; 5.4 Conclusion; References; 6 Psychologically Plausible Methods for Character Behavior Design; 6.1 Introduction; 6.2 Perception and Abstractions
6.3 Developmental Psychology and the Teleological Stance6.4 Attribution Theory; 6.5 Problem of Characters as Tokens; 6.6 Practical Application of Psychology in Character Behavior Design; 6.7 Conclusion; References; 7 Behavior Decision System: Dragon Age Inquisition's Utility Scoring Architecture; 7.1 Introduction; 7.2 The Behavior Decision System; 7.3 Enumerating Potential Actions; 7.4 Evaluating Behaviors; 7.5 Execution Step; 7.6 Movement and Passive Behaviors; 7.7 Modularity and Opportunities for Reuse; 7.8 Conclusion; Acknowledgments; References; 8 Paragon Bots: A Bag of Tricks
8.1 Introduction8.2 Terms Primer; 8.3 Extremely Parameterized Behavior Trees; 8.4 Ability Picker and Bot Ability Usage Markup; 8.5 One-Step Influence Map; 8.6 Lane Space; 8.7 Other Tricks; 8.8 Conclusion; References; 9 Using Your Combat AI Accuracy to Balance Difficulty; 9.1 Introduction; 9.2 Damage Dynamics; 9.3 Token Systems; 9.4 Dynamic Accuracy Control; 9.5 Dealing with Multiple AIs and Different Archetypes; 9.6 Improving Believability; 9.7 Conclusion; References; 10 1000 NPCs at 60 FPS; 10.1 Introduction; 10.2 Action Selection; 10.3 Action Performance; 10.4 Conclusions; References
11 Ambient Interactions: Improving Believability by Leveraging Rule-Based AI11.1 Introduction; 11.2 From Smart Objects to Smart Locations; 11.3 Expressing Interactive Acts; 11.4 Script Execution; 11.5 Build Chain; 11.6 Extensions; 11.7 Conclusion; References; 12 Stochastic Grammars: Not Just for Words!; 12.1 Introduction; 12.2 Formal Grammars; 12.3 Generating Sequences from a Grammar; 12.4 A Data Structure for Grammars; 12.5 Streaming Sequences; 12.6 Grammars as Analogues to Behavior Trees; 12.7 Grammars as Scripting Engine; 12.8 Tuning a Stochastic Grammar
Notes 12.9 Feeding a Grammar with Utility Theory
Print version record
Subject Video games -- Programming.
Video games -- Programming
Form Electronic book
ISBN 9780429621802
0429621809
9780429619656
0429619650
9780429617508
042961750X
9780429055119
0429055110