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Game AI Pro 360: Guide to Architecture

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  • 开发语言:Others
  • 实例大小:7.77M
  • 下载次数:5
  • 浏览次数:78
  • 发布时间:2022-06-10
  • 实例类别:Clojure
  • 发 布 人:ericchang
  • 文件格式:.pdf
  • 所需积分:5
 相关标签: Game AI

实例介绍

【实例简介】Game AI Pro 360: Guide to Architecture

【实例截图】

【核心代码】

Contents
About the Editor ix
About the Contributors xi
Introduction xix
1 Behavior Selection Algorithms: An Overview 1
Michael Dawe, Steve Gargolinski, Luke Dicken, Troy Humphreys,
and Dave Mark
2 Structural Architecture—Common Tricks of the Trade 15
Kevin Dill
3 The Behavior Tree Starter Kit 27
Alex J. Champandard and Philip Dunstan
4 Real-World Behavior Trees in Script 47
Michael Dawe
5 Simulating Behavior Trees: A Behavior Tree/Planner
Hybrid Approach 53
Daniel Hilburn
6 An Introduction to Utility Theory 67
David “Rez” Graham
7 Building Utility Decisions into Your Existing Behavior Tree 81
Bill Merrill
8 Reactivity and Deliberation in Decision-Making Systems 91
Carle Côté
vi Contents
9 Exploring HTN Planners through Example 103
Troy Humphreys
10 Hierarchical Plan-Space Planning for Multi-unit Combat
Maneuvers 123
William van der Sterren
11 Phenomenal AI Level-of-Detail Control with the LOD Trader 139
Ben Sunshine-Hill
12 Runtime Compiled C for Rapid AI Development 155
Doug Binks, Matthew Jack, and Will Wilson
13 Plumbing the Forbidden Depths: Scripting and AI 173
Mike Lewis
14 Possibility Maps for Opportunistic AI and Believable Worlds 193
John Manslow
15 Production Rules Implementation in 1849 201
Robert Zubek
16 Production Systems: New Techniques in AAA Games 211
Andrea Schiel
17 Building a Risk-Free Environment to Enhance Prototyping:
Hinted-Execution Behavior Trees 221
Sergio Ocio Barriales
18 Smart Zones to Create the Ambience of Life 241
Etienne de Sevin, Caroline Chopinaud, and Clodéric Mars
19 Separation of Concerns Architecture for AI and Animation 253
Bobby Anguelov
20 Optimizing Practical Planning for Game AI 269
Éric Jacopin
21 Modular AI 281
Kevin Dill and Christopher Dragert
22 Overcoming Pitfalls in Behavior Tree Design 309
Anthony Francis
23 From Behavior to Animation: A Reactive AI Architecture for
Networked First-Person Shooter Games 321
Sumeet Jakatdar
vii Contents
24 A Character Decision-Making System for FINAL FANTASY XV by
Combining Behavior Trees and State Machines 339
Youichiro Miyake, Youji Shirakami, Kazuya Shimokawa, Kousuke
Namiki, Tomoki Komatsu, Joudan Tatsuhiro, Prasert Prasertvithyakarn,
and Takanori Yokoyama
25 A Reusable, Light-Weight Finite-State Machine 353
David “Rez” Graham
26 Choosing Effective Utility-Based Considerations 361
Mike Lewis
27 Combining Scripted Behavior with Game Tree Search for
Stronger, More Robust Game AI 373
Nicolas A. Barriga, Marius Stanescu, and Michael Buro

标签: Game AI

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Game AI Pro 360: Guide to Architecture

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