000 02817 a2200421 4500
001 23522669
003 0000
005 20260410111114.0
008 240118s2024 flu b 001 0 eng
010 _a 2023059019
020 _a9781032348506
020 _a9781032343235
020 _z9781003324102
035 _a23522669
040 _aDLC
_beng
_erda
_cDLC
_dLC
042 _apcc
050 0 0 _aTJ 211
_b.G36 2024
082 0 0 _a794.8/3
_223/eng/20240125
100 _4Editor
_aRoberts, Paul
245 0 0 _aGame AI uncovered.
_nvolume one /
_cedited by Paul Roberts.
246 3 _aGame artificial intelligence uncovered
250 _aFirst edition.
263 _a2404
264 1 _aBoca Raton, FL :
_bCRC Press,
_c2024.
300 _axvi, 200p.
_bill.:
336 _atext
_btxt
_2rdacontent
337 _aunmediated
_bn
_2rdamedia
338 _avolume
_bnc
_2rdacarrier
504 _aIncludes bibliographical references and index.
520 _a"Game AI Uncovered: Volume One kicks off a brand-new series of books that focus on the development of artificial intelligence in video games. This volume brings together the collected wisdom, ideas, tricks and cutting-edge techniques from 20 of the top game AI professionals and researchers, from around the world. The techniques discussed in these pages cover the underlying development of a wide array of published titles, including Hood: Outlaws and Legends, The Escapists 2, Sackboy: A Big Adventure, Call of Duty: Strike Team, GTI+ Club, Split/Second, Sonic All Stars Racing Transformed, Luna Abyss, Medal of Honor Heroes I & II, Age of Empires IV, Watch Dogs, Battlefield 2042, Plants vs. Zombies: Battle for Neighborville, Dead Space, and more. Contained within this volume are overviews and insight covering a host of different areas within game IA, including situational awareness, pathfinding, tethering, squad behaviours, coordination, auto-generating navigation link data, fluid movement, combining behaviour and animation systems, pedal control for cars, tactical positioning, level of detail, infinite axis utility systems, hierarchical state machines, bots for testing, reactive behaviour trees and 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 in your own games but will spark ideas for new approaches"--
_cProvided by publisher.
650 0 _aVideo games
_xDesign.
650 0 _aArtificial intelligence.
700 1 _aRoberts, Paul
_c(Game programmer),
_eeditor.
776 0 8 _iOnline version:
_tGame AI uncovered
_bFirst edition.
_dBoca Raton, FL : CRC Press, 2024
_z9781003324102
_w(DLC) 2023059020
906 _a7
_bcbc
_corignew
_d1
_eecip
_f20
_gy-gencatlg
942 _2lcc
_cBK
999 _c44296
_d44296