Game AI Pro 360: Guide to Tactics and Strategy (Hardcover)
暫譯: 遊戲人工智慧專業360:戰術與策略指南(精裝版)
Rabin, Steve
- 出版商: CRC
- 出版日期: 2019-09-25
- 售價: $5,550
- 貴賓價: 9.5 折 $5,273
- 語言: 英文
- 頁數: 280
- 裝訂: Hardcover
- ISBN: 0367150948
- ISBN-13: 9780367150945
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相關分類:
人工智慧
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其他版本:
Game AI Pro 360: Guide to Tactics and Strategy
海外代購書籍(需單獨結帳)
商品描述
Steve Rabin's Game AI Pro 360: Guide to Tactics and Strategy gathers all the cutting-edge information from his previous three Game AI Pro volumes into a convenient single source anthology that covers game AI strategy and tactics. This volume is complete with articles by leading game AI programmers that focus largely on combat decisions made in a wide variety of genres such as RTS, RPG, MOBA, strategy and tower defense games.
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
商品描述(中文翻譯)
史蒂夫·拉賓的《Game AI Pro 360: Guide to Tactics and Strategy》將他之前三本《Game AI Pro》卷中的所有前沿資訊匯集成一個方便的單一來源選集,涵蓋遊戲 AI 的策略和戰術。本卷包含了來自領先遊戲 AI 程式設計師的文章,主要集中於各種類型遊戲中的戰鬥決策,例如即時戰略 (RTS)、角色扮演遊戲 (RPG)、多人在線戰鬥競技場 (MOBA)、策略遊戲和塔防遊戲。
主要特色
- 提供已發行商業遊戲中遊戲 AI 的實際案例研究
- 來自遊戲 AI 頂尖開發者和研究者的資料
- 可在線下載的示範和/或原始碼
作者簡介
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.
作者簡介(中文翻譯)
史蒂夫·拉賓 在美國任天堂工作了15年,曾在多家遊戲開發初創公司工作4年,並擁有7年的大學教學經驗。他曾是多個學術人工智慧會議的受邀主講人,並擔任GDC人工智慧峰會的創辦人和顧問,還是GDC的演講者,以及人工智慧遊戲程式設計師公會的創辦人和經理。
目錄大綱
Introduction
1 Tactical Position Selection: An Architecture and Query Language
Matthew Jack
2 Tactical Pathfinding on a NavMesh
Daniel Brewer
3 Beyond the Kung-Fu Circle: A Flexible System for Managing NPC Attacks
Michael Dawe
4 Hierarchical AI for Multiplayer Bots in Killzone
Remco Straatman, Tim Verweij, Alex Champandard, Robert Morcus, and Hylke Kleve
5 Using Neural Networks to Control Agent Threat Response
Michael Robbins
6 Looking for Trouble: Making NPCs Search Realistically
Rich Welsh
7 Modeling Perception and Awareness in Tom Clancy’s Splinter Cell Blacklist
Martin Walsh
8 Escaping the Grid: Infinite-Resolution Influence Mapping
Mike Lewis
9 Modular Tactical Influence Maps
Dave Mark
10 Spatial Reasoning for Strategic Decision Making
Kevin Dill
11 Extending the Spatial Coverage of a Voxel-Based Navigation Mesh
Kevin A. Kirst
12 Being Where It Counts: Telling Paragon Bots Where to Go
Mieszko Zieliński
13 Combat Outcome Prediction for Real-Time Strategy Games
Marius Stanescu, Nicolas A. Barriga, and Michael Buro
14 Guide to Effective Auto-Generated Spatial Queries
Eric Johnson
15 The Role of Time in Spatio-Temporal Reasoning: Three Examples from Tower Defense
Baylor Wetzel and Kyle Anderson
16 Pitfalls and Solutions When Using Monte Carlo Tree Search for Strategy and Tactical Games
Gijs-Jan Roelofs
17 Petri Nets and AI Arbitration
Sergio Ocio Barriales
18 Hierarchical Portfolio Search in Prismata
David Churchill and Michael Buro
目錄大綱(中文翻譯)
Introduction
1 Tactical Position Selection: An Architecture and Query Language
Matthew Jack
2 Tactical Pathfinding on a NavMesh
Daniel Brewer
3 Beyond the Kung-Fu Circle: A Flexible System for Managing NPC Attacks
Michael Dawe
4 Hierarchical AI for Multiplayer Bots in Killzone
Remco Straatman, Tim Verweij, Alex Champandard, Robert Morcus, and Hylke Kleve
5 Using Neural Networks to Control Agent Threat Response
Michael Robbins
6 Looking for Trouble: Making NPCs Search Realistically
Rich Welsh
7 Modeling Perception and Awareness in Tom Clancy’s Splinter Cell Blacklist
Martin Walsh
8 Escaping the Grid: Infinite-Resolution Influence Mapping
Mike Lewis
9 Modular Tactical Influence Maps
Dave Mark
10 Spatial Reasoning for Strategic Decision Making
Kevin Dill
11 Extending the Spatial Coverage of a Voxel-Based Navigation Mesh
Kevin A. Kirst
12 Being Where It Counts: Telling Paragon Bots Where to Go
Mieszko Zieliński
13 Combat Outcome Prediction for Real-Time Strategy Games
Marius Stanescu, Nicolas A. Barriga, and Michael Buro
14 Guide to Effective Auto-Generated Spatial Queries
Eric Johnson
15 The Role of Time in Spatio-Temporal Reasoning: Three Examples from Tower Defense
Baylor Wetzel and Kyle Anderson
16 Pitfalls and Solutions When Using Monte Carlo Tree Search for Strategy and Tactical Games
Gijs-Jan Roelofs
17 Petri Nets and AI Arbitration
Sergio Ocio Barriales
18 Hierarchical Portfolio Search in Prismata
David Churchill and Michael Buro