Game AI Pro 360: Guide to Movement and Pathfinding (Hardcover)

Rabin, Steve

  • 出版商: CRC
  • 出版日期: 2019-09-25
  • 售價: $5,690
  • 貴賓價: 9.5$5,406
  • 語言: 英文
  • 頁數: 304
  • 裝訂: Hardcover - also called cloth, retail trade, or trade
  • ISBN: 0367151138
  • ISBN-13: 9780367151133
  • 相關分類: 人工智慧
  • 其他版本: Game AI Pro 360: Guide to Movement and Pathfinding
  • 海外代購書籍(需單獨結帳)

商品描述

Steve Rabin's Game AI Pro 360: Guide to Movement and Pathfinding gathers all the cutting-edge information from his previous three Game AI Pro volumes into a convenient single source anthology covering movement and pathfinding in game AI. This volume is complete with articles by leading game AI programmers that explore better ways to smooth paths, avoid obstacles, and navigate 3D space with cutting-edge techniques.

 

Key Features

 

 

 

 

 

 

  • Provides real-life case studies of game AI in published commercial games
  • Material by top developers and researchers in Game AI
  • Downloadable demos and/or source code available online

作者簡介

Steve Rabin has 15 years at Nintendo of America, 4 years at various game developer start-ups, and 7 years of college teaching experience. He has been the invited keynote speaker at several academic AI conferences, founder and summit advisor for the AI Summit at GDC, GDC speaker, and founder/manager of the AI Game Programmers Guild.

目錄大綱

Table of Contents

About the Editor
About the Contributors
Introduction

1 Pathfinding Architecture Optimizations
Steve Rabin and Nathan R. Sturtevant

2 Choosing a Search Space Representation
Nathan R. Sturtevant

3 Creating High-Order Navigation Meshes through Iterative Wavefront Edge Expansions
D. Hunter Hale and G. Michael Youngblood

4 Precomputed Pathfinding for Large and Detailed Worlds on MMO Servers
Fabien Gravot, Takanori Yokoyama, and Youichiro Miyake

5 Techniques for Formation Movement Using Steering Circles
Stephen Bjore

6 Collision Avoidance for Preplanned Locomotion
Bobby Anguelov

7 Crowd Pathfinding and Steering Using Flow Field Tiles
Elijah Emerson

8 Efficient Crowd Simulation for Mobile Games
Graham Pentheny

9 Animation-Driven Locomotion with Locomotion Planning
Jarosław Ciupiński

10 JPS+: An Extreme A* Speed Optimization for Static Uniform Cost Grids
Steve Rabin and Fernando Silva

11 Subgoal Graphs for Fast Optimal Pathfinding
Tansel Uras and Sven Koenig

12 Theta* for Any-Angle Pathfinding
Alex Nash and Sven Koenig

13 Advanced Techniques for Robust, Efficient Crowds
Graham Pentheny

14 Context Steering: Behavior-Driven Steering at the Macro Scale
Andrew Fray

15 Guide to Anticipatory Collision Avoidance
Stephen J. Guy and Ioannis Karamouzas

16 Hierarchical Architecture for Group Navigation Behaviors
Clodéric Mars and Jérémy Chanut

17 Dynamic Obstacle Navigation in Fuse
Jan Müller

18 Steering against Complex Vehicles in Assassin’s Creed Syndicate
Eric Martel

19 Predictive Animation Control Using Simulations and Fitted Models
Ingimar Hólm Gudmundsson, Hendrik Skubch, Fabien Gravot, and Youichiro Miyake

20 Fast Cars, Big City: The AI of Driver San Francisco
Chris Jenner and Sergio Ocio Barriales

21 A Unified Theory of Locomotion
Graham Pentheny

22 RVO and ORCA: How They Really Work
Ben Sunshine-Hill

23 Optimization for Smooth Paths
Mark Langerak

24 3D Flight Navigation Using Sparse Voxel Octrees
Daniel Brewer

25 Faster A* with Goal Bounding
Steve Rabin and Nathan R. Sturtevant

26 Faster Dijkstra Search on Uniform Cost Grids