Cover image for AI Game Programming Wisdom 4.
AI Game Programming Wisdom 4.
Title:
AI Game Programming Wisdom 4.
Author:
Rabin, Steve.
ISBN:
9781305406100
Personal Author:
Physical Description:
1 online resource (741 pages)
Contents:
Cover -- Contents -- Preface -- About the Cover Image -- Acknowledgments -- About the Contributors -- SECTION 1 GENERAL WISDOM -- 1.1 Situationist Game AI -- 1.2 Artificial Personality: A Personal Approach to AI -- 1.3 Creating Designer Tunable AI -- 1.4 AI as a Gameplay Analysis Tool -- 1.5 Ecological Balance in AI Design -- SECTION 2 MOVEMENT AND PATHFINDING -- 2.1 Company of Heroes Squad Formations Explained -- 2.2 Turning Spaces into Places -- 2.3 Dynamically Updating a Navigation Mesh via Efficient Polygon Subdivision -- 2.4 Intrinsic Detail in Navigation Mesh Generation -- 2.5 Navigation Mesh Generation: An Empirical Approach -- 2.6 Navigation Graph Generation in Highly Dynamic Worlds -- 2.7 Fast Pathfinding Based on Triangulation Abstractions -- 2.8 Automatic Path Node Generation for Arbitrary 3D Environments -- 2.9 Risk-Adverse Pathfinding Using Influence Maps -- 2.10 Practical Pathfinding in Dynamic Environments -- 2.11 Postprocessing for High-Quality Turns -- 2.12 Memory-Efficient Pathfinding Abstractions -- SECTION 3 ARCHITECTURE -- 3.1 A Flexible AI Architecture for Production and Prototyping of Games -- 3.2 Embracing Declarative AI with a Goal-Based Approach -- 3.3 The MARPO Methodology: Planning and Orders -- 3.4 Getting Started with Decision Making and Control Systems -- 3.5 Knowledge-Based Behavior System-A Decision Tree/Finite State Machine Hybrid -- 3.6 The Emotion Component: Giving Characters Emotions -- 3.7 Generic Perception System -- 3.8 Peer-To-Peer Distributed Agent Processing -- 3.9 AI Architectures for Multiprocessor Machines -- 3.10 Level Up for Finite State Machines: An Interpreter for Statecharts -- 3.11 Building a Behavior Editor for Abstract State Machines -- 3.12 Multi-Axial Dynamic Threshold Fuzzy Decision Algorithm -- SECTION 4 TACTICS AND PLANNING -- 4.1 RTS Terrain Analysis: An Image-Processing Approach.

4.2 An Advanced Motivation-Driven Planning Architecture -- 4.3 Command Hierarchies Using Goal-Oriented Action Planning -- 4.4 Practical Logic-Based Planning -- 4.5 Simulation-Based Planning in RTS Games -- 4.6 Particle Filters and Simulacra for More Realistic Opponent Tracking -- 4.7 Using Bayesian Networks to Reason About Uncertainty -- 4.8 The Engagement Decision -- SECTION 5 GENRE SPECIFIC -- 5.1 A Goal Stack-Based Architecture for RTS AI -- 5.2 A Versatile Constraint-Based Camera System -- 5.3 Seeing in 1D: Projecting the World onto a Line -- 5.4 Reaction Time with Fitts' Law -- 5.5 Enabling Actions of Opportunity with a Light-Weight Subsumption Architecture -- 5.6 Toward More Humanlike NPCs for First-/Third-Person Shooter Games -- 5.7 Stop Getting Side-Tracked by Side-Quests -- SECTION 6 SCRIPTING AND DIALOGUE -- 6.1 Spoken Dialogue Systems -- 6.2 Implementing Story-Driven Games with the Aid of Dynamical Policy Models -- 6.3 Individualized NPC Attitudes with Social Networks -- 6.4 Scripting Your Way to Advanced AI -- 6.5 Dialogue Managers -- SECTION 7 LEARNING AND ADAPTATION -- 7.1 Learning Winning Policies in Team-Based First-Person Shooter Games -- 7.2 Adaptive Computer Games: Easing the Authorial Burden -- 7.3 Player Modeling for Interactive Storytelling: A Practical Approach -- 7.4 Automatically Generating Score Functions for Strategy Games -- 7.5 Automatic Generation of Strategies -- 7.6 A Practical Guide to Reinforcement Learning in First-Person Shooters -- About the CD-ROM -- Index -- A -- B -- C -- D -- E -- F -- G -- H -- I -- J -- K -- L -- M -- N -- O -- P -- Q -- R -- S -- T -- U -- V -- W -- X -- Z.
Local Note:
Electronic reproduction. Ann Arbor, Michigan : ProQuest Ebook Central, 2017. Available via World Wide Web. Access may be limited to ProQuest Ebook Central affiliated libraries.
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