Game AI Pro 360: Guide to Movement and Pathfinding (Hardcover)
暫譯: 遊戲人工智慧專業360:移動與尋路指南(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$5,273
  • 語言: 英文
  • 頁數: 304
  • 裝訂: Hardcover - also called cloth, retail trade, or trade
  • ISBN: 0367151138
  • ISBN-13: 9780367151133
  • 相關分類: 人工智慧
  • 其他版本: Game AI Pro 360: Guide to Movement and Pathfinding
  • 海外代購書籍(需單獨結帳)

商品描述

Steve Rabin's Game AI Pro 360: Guide to Movement and Pathfinding gathers all the cutting-edge information from his previous three Game AI Pro volumes into a convenient single source anthology covering movement and pathfinding in game AI. This volume is complete with articles by leading game AI programmers that explore better ways to smooth paths, avoid obstacles, and navigate 3D space with cutting-edge techniques.

 

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(Steve Rabin)的《Game AI Pro 360: Guide to Movement and Pathfinding》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 中的移動和路徑尋找。本卷包含了由領先的遊戲 AI 程式設計師撰寫的文章,探討如何使用尖端技術來平滑路徑、避開障礙物以及在 3D 空間中導航的更好方法。

主要特點


  • 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題演講者,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

Table of Contents

About the Editor
About the Contributors
Introduction

1 Pathfinding Architecture Optimizations
Steve Rabin and Nathan R. Sturtevant

2 Choosing a Search Space Representation
Nathan R. Sturtevant

3 Creating High-Order Navigation Meshes through Iterative Wavefront Edge Expansions
D. Hunter Hale and G. Michael Youngblood

4 Precomputed Pathfinding for Large and Detailed Worlds on MMO Servers
Fabien Gravot, Takanori Yokoyama, and Youichiro Miyake

5 Techniques for Formation Movement Using Steering Circles
Stephen Bjore

6 Collision Avoidance for Preplanned Locomotion
Bobby Anguelov

7 Crowd Pathfinding and Steering Using Flow Field Tiles
Elijah Emerson

8 Efficient Crowd Simulation for Mobile Games
Graham Pentheny

9 Animation-Driven Locomotion with Locomotion Planning
Jarosław Ciupiński

10 JPS+: An Extreme A* Speed Optimization for Static Uniform Cost Grids
Steve Rabin and Fernando Silva

11 Subgoal Graphs for Fast Optimal Pathfinding
Tansel Uras and Sven Koenig

12 Theta* for Any-Angle Pathfinding
Alex Nash and Sven Koenig

13 Advanced Techniques for Robust, Efficient Crowds
Graham Pentheny

14 Context Steering: Behavior-Driven Steering at the Macro Scale
Andrew Fray

15 Guide to Anticipatory Collision Avoidance
Stephen J. Guy and Ioannis Karamouzas

16 Hierarchical Architecture for Group Navigation Behaviors
Clodéric Mars and Jérémy Chanut

17 Dynamic Obstacle Navigation in Fuse
Jan Müller

18 Steering against Complex Vehicles in Assassin’s Creed Syndicate
Eric Martel

19 Predictive Animation Control Using Simulations and Fitted Models
Ingimar Hólm Gudmundsson, Hendrik Skubch, Fabien Gravot, and Youichiro Miyake

20 Fast Cars, Big City: The AI of Driver San Francisco
Chris Jenner and Sergio Ocio Barriales

21 A Unified Theory of Locomotion
Graham Pentheny

22 RVO and ORCA: How They Really Work
Ben Sunshine-Hill

23 Optimization for Smooth Paths
Mark Langerak

24 3D Flight Navigation Using Sparse Voxel Octrees
Daniel Brewer

25 Faster A* with Goal Bounding
Steve Rabin and Nathan R. Sturtevant

26 Faster Dijkstra Search on Uniform Cost Grids

目錄大綱(中文翻譯)

Table of Contents

About the Editor

About the Contributors

Introduction

1 Pathfinding Architecture Optimizations

Steve Rabin and Nathan R. Sturtevant

2 Choosing a Search Space Representation

Nathan R. Sturtevant

3 Creating High-Order Navigation Meshes through Iterative Wavefront Edge Expansions

D. Hunter Hale and G. Michael Youngblood

4 Precomputed Pathfinding for Large and Detailed Worlds on MMO Servers

Fabien Gravot, Takanori Yokoyama, and Youichiro Miyake

5 Techniques for Formation Movement Using Steering Circles

Stephen Bjore

6 Collision Avoidance for Preplanned Locomotion

Bobby Anguelov

7 Crowd Pathfinding and Steering Using Flow Field Tiles

Elijah Emerson

8 Efficient Crowd Simulation for Mobile Games

Graham Pentheny

9 Animation-Driven Locomotion with Locomotion Planning

Jarosław Ciupiński

10 JPS+: An Extreme A* Speed Optimization for Static Uniform Cost Grids

Steve Rabin and Fernando Silva

11 Subgoal Graphs for Fast Optimal Pathfinding

Tansel Uras and Sven Koenig

12 Theta* for Any-Angle Pathfinding

Alex Nash and Sven Koenig

13 Advanced Techniques for Robust, Efficient Crowds

Graham Pentheny

14 Context Steering: Behavior-Driven Steering at the Macro Scale

Andrew Fray

15 Guide to Anticipatory Collision Avoidance

Stephen J. Guy and Ioannis Karamouzas

16 Hierarchical Architecture for Group Navigation Behaviors

Clodéric Mars and Jérémy Chanut

17 Dynamic Obstacle Navigation in Fuse

Jan Müller

18 Steering against Complex Vehicles in Assassin’s Creed Syndicate

Eric Martel

19 Predictive Animation Control Using Simulations and Fitted Models

Ingimar Hólm Gudmundsson, Hendrik Skubch, Fabien Gravot, and Youichiro Miyake

20 Fast Cars, Big City: The AI of Driver San Francisco

Chris Jenner and Sergio Ocio Barriales

21 A Unified Theory of Locomotion

Graham Pentheny

22 RVO and ORCA: How They Really Work

Ben Sunshine-Hill

23 Optimization for Smooth Paths

Mark Langerak

24 3D Flight Navigation Using Sparse Voxel Octrees

Daniel Brewer

25 Faster A* with Goal Bounding

Steve Rabin and Nathan R. Sturtevant

26 Faster Dijkstra Search on Uniform Cost Grids

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