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Book Synopsis

Game AI Uncovered: Volume Five continues the series with another collection of chapters from twenty-three of the top game AI professionals and researchers, from around the world. Each chapter includes wisdom, ideas, tips and tricks that were used in the development of video games.

The techniques discussed in these pages cover the underlying development of a wide array of published titles, including Lords of the Fallen, Assassinâs Creed Nexus, Soccer Kids, Luna Abyss, Race Driver: Grid, Speedball, Dirt, Psychonauts 2, F1, Ara: History Untold, and more.

Contained within this volume are insights that cover a host of different areas within game AI, including long-term planning, AI directors, smart objects, intelligent cover, NPC agitation, utility AI, dynamic enemy behaviour, level-of-detail AI, creating clean navigation data, driver assists, animal behaviours, boss behaviours, recast navigation, utility AI, vector fields, Monte Carlo tree search, pathfinding, and much more.

Beginners to the area of game AI, along with professional developers, will find a wealth of knowledge that will not only help in the development of their own games but will spark ideas for new approaches.

This volume includes chapters written by Eric Alzheimer, Dr Vicky Bloom, Andy Brown, William Chambers, Laurent Couvidou, Philip Dunstan, Matt Eland, Dr Dominik Gotojuch, David Guzman, Slavomir Krbyla, Carl Viktor Benjamin LundstrÃm, Dr Nic Melder, David Soler, Sarat Rallabandi, Bruno Rebaque, John Reynolds, Matthew Reynolds, Lisa Ridley, Paul Roberts, Mateo Saldivar, Rafal Tyl, Rebecca Vessal, and James Vickers.

Game AI Uncovered

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      Publisher: CRC Press
      Publication Date: Publication Date:
      ISBN13: 9781032840536, 978-1032840536
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      Description

      Book Synopsis

      Game AI Uncovered: Volume Five continues the series with another collection of chapters from twenty-three of the top game AI professionals and researchers, from around the world. Each chapter includes wisdom, ideas, tips and tricks that were used in the development of video games.

      The techniques discussed in these pages cover the underlying development of a wide array of published titles, including Lords of the Fallen, Assassinâs Creed Nexus, Soccer Kids, Luna Abyss, Race Driver: Grid, Speedball, Dirt, Psychonauts 2, F1, Ara: History Untold, and more.

      Contained within this volume are insights that cover a host of different areas within game AI, including long-term planning, AI directors, smart objects, intelligent cover, NPC agitation, utility AI, dynamic enemy behaviour, level-of-detail AI, creating clean navigation data, driver assists, animal behaviours, boss behaviours, recast navigation, utility AI, vector fields, Monte Carlo tree search, pathfinding, and much more.

      Beginners to the area of game AI, along with professional developers, will find a wealth of knowledge that will not only help in the development of their own games but will spark ideas for new approaches.

      This volume includes chapters written by Eric Alzheimer, Dr Vicky Bloom, Andy Brown, William Chambers, Laurent Couvidou, Philip Dunstan, Matt Eland, Dr Dominik Gotojuch, David Guzman, Slavomir Krbyla, Carl Viktor Benjamin LundstrÃm, Dr Nic Melder, David Soler, Sarat Rallabandi, Bruno Rebaque, John Reynolds, Matthew Reynolds, Lisa Ridley, Paul Roberts, Mateo Saldivar, Rafal Tyl, Rebecca Vessal, and James Vickers.

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