Game AI Uncovered
portes grátis
Game AI Uncovered
Volume Three
Roberts, Paul
Taylor & Francis Ltd
01/2025
232
Mole
9781032532561
Pré-lançamento - envio 15 a 20 dias após a sua edição
Descrição não disponível.
Chapter 1 The Vehicle AI of Watch Dogs: Legion: Building a Unified Vehicle AI System for Traffic and High-Speed Chases
Dr Nic Melder
Chapter 2 Navigating through a Traffic Intersection: How to Avoid Traffic Chaos When Jumping a Red Light
Dr Nic Melder
Chapter 3 Building the Tools for Building a City: Semi-Procedural Tools for the Creation of the City Road Network System of Watch Dogs: Legion
Dr Nic Melder
Chapter 4 Implementing a Simple 3D Waypoint Grid for Efficient Pathfinding in Eve: Valkyrie
Dr Allan Bruce
Chapter 5 N-Gram for Any Direction Prediction in VR
Michele Condo
Chapter 6 Creating Characters Using Components
John Reynolds
Chapter 7 Making AI Play Ball: Building and Testing Football AI
Anubha Banerjee and Greg Irwin
Chapter 8 Tactical Positioning in the Game of Football
Anubha Banerjee and Greg Irwin
Chapter 9 Automated Testing for All Developers: How Easy Access Can Make Your Dev Process More Efficient
Matthias Siemonsmeier
Chapter 10 Abstract Pattern Matching for Strategic Play
Richard Bull
Chapter 11 Animation-Driven Behaviour
Johan Holthausen
Chapter 12 JP-DRS: Jump-Point Directed Recursion Search
Paul Roberts
Chapter 13 Machine Learning for Games at Scale
Phil Carlisle
Chapter 14 Behaviour Engine and Language: A Heterogeneous State Machine System
Eric S. Le Saux
Chapter 15 AI Spawning Fundamentals: A General Guide to Spawning AI Agents in Games
Bruno Rebaque
Chapter 16 Character Utility Behaviour Graph
David Wooldridge
Chapter 17 Quarterback AI
Paul Roberts
Chapter 18 Touchdown! AI Scenarios within American Football
Paul Roberts
Chapter 19 Creature Navigation in the Air and on the Ground
Jason Lok Heng Chin
Chapter 20 Debug - Identifying and Presenting Useful Information
Dale Green
Chapter 21 Not All AIs Are Made the Same
Tobias Karlsson
Chapter 22 Simulation of Social Norms in City of Gangsters
Robert Zubek
Dr Nic Melder
Chapter 2 Navigating through a Traffic Intersection: How to Avoid Traffic Chaos When Jumping a Red Light
Dr Nic Melder
Chapter 3 Building the Tools for Building a City: Semi-Procedural Tools for the Creation of the City Road Network System of Watch Dogs: Legion
Dr Nic Melder
Chapter 4 Implementing a Simple 3D Waypoint Grid for Efficient Pathfinding in Eve: Valkyrie
Dr Allan Bruce
Chapter 5 N-Gram for Any Direction Prediction in VR
Michele Condo
Chapter 6 Creating Characters Using Components
John Reynolds
Chapter 7 Making AI Play Ball: Building and Testing Football AI
Anubha Banerjee and Greg Irwin
Chapter 8 Tactical Positioning in the Game of Football
Anubha Banerjee and Greg Irwin
Chapter 9 Automated Testing for All Developers: How Easy Access Can Make Your Dev Process More Efficient
Matthias Siemonsmeier
Chapter 10 Abstract Pattern Matching for Strategic Play
Richard Bull
Chapter 11 Animation-Driven Behaviour
Johan Holthausen
Chapter 12 JP-DRS: Jump-Point Directed Recursion Search
Paul Roberts
Chapter 13 Machine Learning for Games at Scale
Phil Carlisle
Chapter 14 Behaviour Engine and Language: A Heterogeneous State Machine System
Eric S. Le Saux
Chapter 15 AI Spawning Fundamentals: A General Guide to Spawning AI Agents in Games
Bruno Rebaque
Chapter 16 Character Utility Behaviour Graph
David Wooldridge
Chapter 17 Quarterback AI
Paul Roberts
Chapter 18 Touchdown! AI Scenarios within American Football
Paul Roberts
Chapter 19 Creature Navigation in the Air and on the Ground
Jason Lok Heng Chin
Chapter 20 Debug - Identifying and Presenting Useful Information
Dale Green
Chapter 21 Not All AIs Are Made the Same
Tobias Karlsson
Chapter 22 Simulation of Social Norms in City of Gangsters
Robert Zubek
Este título pertence ao(s) assunto(s) indicados(s). Para ver outros títulos clique no assunto desejado.
game development;artificial intelligence;AI game;AI decision making;architecture;pathfinding;vehicle AI;testing AI;game programming
Chapter 1 The Vehicle AI of Watch Dogs: Legion: Building a Unified Vehicle AI System for Traffic and High-Speed Chases
Dr Nic Melder
Chapter 2 Navigating through a Traffic Intersection: How to Avoid Traffic Chaos When Jumping a Red Light
Dr Nic Melder
Chapter 3 Building the Tools for Building a City: Semi-Procedural Tools for the Creation of the City Road Network System of Watch Dogs: Legion
Dr Nic Melder
Chapter 4 Implementing a Simple 3D Waypoint Grid for Efficient Pathfinding in Eve: Valkyrie
Dr Allan Bruce
Chapter 5 N-Gram for Any Direction Prediction in VR
Michele Condo
Chapter 6 Creating Characters Using Components
John Reynolds
Chapter 7 Making AI Play Ball: Building and Testing Football AI
Anubha Banerjee and Greg Irwin
Chapter 8 Tactical Positioning in the Game of Football
Anubha Banerjee and Greg Irwin
Chapter 9 Automated Testing for All Developers: How Easy Access Can Make Your Dev Process More Efficient
Matthias Siemonsmeier
Chapter 10 Abstract Pattern Matching for Strategic Play
Richard Bull
Chapter 11 Animation-Driven Behaviour
Johan Holthausen
Chapter 12 JP-DRS: Jump-Point Directed Recursion Search
Paul Roberts
Chapter 13 Machine Learning for Games at Scale
Phil Carlisle
Chapter 14 Behaviour Engine and Language: A Heterogeneous State Machine System
Eric S. Le Saux
Chapter 15 AI Spawning Fundamentals: A General Guide to Spawning AI Agents in Games
Bruno Rebaque
Chapter 16 Character Utility Behaviour Graph
David Wooldridge
Chapter 17 Quarterback AI
Paul Roberts
Chapter 18 Touchdown! AI Scenarios within American Football
Paul Roberts
Chapter 19 Creature Navigation in the Air and on the Ground
Jason Lok Heng Chin
Chapter 20 Debug - Identifying and Presenting Useful Information
Dale Green
Chapter 21 Not All AIs Are Made the Same
Tobias Karlsson
Chapter 22 Simulation of Social Norms in City of Gangsters
Robert Zubek
Dr Nic Melder
Chapter 2 Navigating through a Traffic Intersection: How to Avoid Traffic Chaos When Jumping a Red Light
Dr Nic Melder
Chapter 3 Building the Tools for Building a City: Semi-Procedural Tools for the Creation of the City Road Network System of Watch Dogs: Legion
Dr Nic Melder
Chapter 4 Implementing a Simple 3D Waypoint Grid for Efficient Pathfinding in Eve: Valkyrie
Dr Allan Bruce
Chapter 5 N-Gram for Any Direction Prediction in VR
Michele Condo
Chapter 6 Creating Characters Using Components
John Reynolds
Chapter 7 Making AI Play Ball: Building and Testing Football AI
Anubha Banerjee and Greg Irwin
Chapter 8 Tactical Positioning in the Game of Football
Anubha Banerjee and Greg Irwin
Chapter 9 Automated Testing for All Developers: How Easy Access Can Make Your Dev Process More Efficient
Matthias Siemonsmeier
Chapter 10 Abstract Pattern Matching for Strategic Play
Richard Bull
Chapter 11 Animation-Driven Behaviour
Johan Holthausen
Chapter 12 JP-DRS: Jump-Point Directed Recursion Search
Paul Roberts
Chapter 13 Machine Learning for Games at Scale
Phil Carlisle
Chapter 14 Behaviour Engine and Language: A Heterogeneous State Machine System
Eric S. Le Saux
Chapter 15 AI Spawning Fundamentals: A General Guide to Spawning AI Agents in Games
Bruno Rebaque
Chapter 16 Character Utility Behaviour Graph
David Wooldridge
Chapter 17 Quarterback AI
Paul Roberts
Chapter 18 Touchdown! AI Scenarios within American Football
Paul Roberts
Chapter 19 Creature Navigation in the Air and on the Ground
Jason Lok Heng Chin
Chapter 20 Debug - Identifying and Presenting Useful Information
Dale Green
Chapter 21 Not All AIs Are Made the Same
Tobias Karlsson
Chapter 22 Simulation of Social Norms in City of Gangsters
Robert Zubek
Este título pertence ao(s) assunto(s) indicados(s). Para ver outros títulos clique no assunto desejado.