Game AI Pro 360: Guide to Character Behavior(Hardcover)
暫譯: 遊戲人工智慧專業360:角色行為指南(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: 184
- 裝訂: Hardcover
- ISBN: 0367151154
- ISBN-13: 9780367151157
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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 Character Behavior
海外代購書籍(需單獨結帳)
相關主題
商品描述
Steve Rabin's Game AI Pro 360: Guide to Character Behavior gathers all the cutting-edge information from his previous three Game AI Pro volumes into a convenient single source anthology that covers character behavior in game AI. This volume is complete with articles by leading game AI programmers that focus on individual AI behavior such as character interactions, modelling knowledge, efficient simulation, difficulty balancing, and making decisions with case studies from both commercial and indie 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)
Steve Rabin 的 Game AI Pro 360: Guide to Character Behavior 將他之前三本 Game AI Pro 的前沿資訊彙集成一個方便的單一來源選集,涵蓋了遊戲 AI 中的角色行為。本卷包含了來自領先遊戲 AI 程式設計師的文章,專注於個別 AI 行為,例如角色互動、知識建模、高效模擬、難度平衡,以及透過商業和獨立遊戲的案例研究進行決策。
主要特點
- 提供已發行商業遊戲中遊戲 AI 的實際案例研究
- 由遊戲 AI 領域的頂尖開發者和研究人員撰寫的材料
- 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。他曾擔任多個學術人工智慧會議的邀請主講人,並且是GDC人工智慧峰會的創辦人和顧問,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 Infected AI in The Last of Us
Mark Botta
2 Human Enemy AI in The Last of Us
Travis McIntosh
3 Ellie: Buddy AI in The Last of Us
Max 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 Zieliński
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 Town
James Ryan and Michael Mateas
目錄大綱(中文翻譯)
Introduction
1 Infected AI in The Last of Us
Mark Botta
2 Human Enemy AI in The Last of Us
Travis McIntosh
3 Ellie: Buddy AI in The Last of Us
Max 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 Zieliński
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 Town
James Ryan and Michael Mateas