Contents

Preface

Web Materials

Acknowledgments

About the Editors

Contributors

Section I General Wisdom

1  The Illusion of Intelligence

Steve Rabin

2  Creating the Past, Present, and Future with Random Walks

John Manslow

3  Logging Visualization in FINAL FANTASY XV

Matthew W. Johnson, Fabien Gravot, Shintaro Minamino, Ingimar Hόlm Guðmundsson, Hendrik Skubch, and Youichiro Miyake

4  What You See Is Not What You Get: Player Perception of AI Opponents

Baylor Wetzel and Kyle Anderson

5  Six Factory System Tricks for Extensibility and Library Reuse

Kevin Dill

6  Debugging AI with Instant In-Game Scrubbing

David Young

7  But, It Worked on My Machine! How to Build Robust AI for Your Game

Sergio Ocio Barriales

Section II Architecture

8  Modular AI

Kevin Dill and Christopher Dragert

9  Overcoming Pitfalls in Behavior Tree Design

Anthony Francis

10  From Behavior to Animation: A Reactive AI Architecture for Networked First-Person Shooter Games

Sumeet Jakatdar

11  A Character Decision-Making System for FINAL FANTASY XV by Combining Behavior Trees and State Machines

Youichiro Miyake, Youji Shirakami, Kazuya Shimokawa, Kousuke Namiki, Tomoki Komatsu, Joudan Tatsuhiro, Prasert Prasertvithyakarn, and Takanori Yokoyama

12  A Reusable, Light-Weight Finite-State Machine

David “Rez” Graham

13  Choosing Effective Utility-Based Considerations

Mike Lewis

14  Combining Scripted Behavior with Game Tree Search for Stronger, More Robust Game AI

Nicolas A. Barriga, Marius Stanescu, and Michael Buro

Section III Movement and Pathfinding

15  Steering against Complex Vehicles in Assassin’s Creed Syndicate

Eric Martel

16  Predictive Animation Control Using Simulations and Fitted Models

Ingimar Hόlm Guðmundsson, Hendrik Skubch, Fabien Gravot, and Youichiro Miyake

17  Fast Cars, Big City: The AI of Driver San Francisco

Chris Jenner and Sergio Ocio Barriales

18  A Unified Theory of Locomotion

Graham Pentheny

19  RVO and ORCA: How They Really Work

Ben Sunshine-Hill

20  Optimization for Smooth Paths

Mark Langerak

21  3D Flight Navigation Using Sparse Voxel Octrees

Daniel Brewer

22  Faster A* with Goal Bounding

Steve Rabin and Nathan R. Sturtevant

23  Faster Dijkstra Search on Uniform Cost Grids

Nathan R. Sturtevant and Steve Rabin

Section IV Tactics and Strategy

24  Being Where It Counts: Telling Paragon Bots Where to Go

Mieszko Zieliński

25  Combat Outcome Prediction for Real-Time Strategy Games

Marius Stanescu, Nicolas A. Barriga, and Michael Buro

26  Guide to Effective Auto-Generated Spatial Queries

Eric Johnson

27  The Role of Time in Spatio-Temporal Reasoning: Three Examples from Tower Defense

Baylor Wetzel and Kyle Anderson

28  Pitfalls and Solutions When Using Monte Carlo Tree Search for Strategy and Tactical Games

Gijs-Jan Roelofs

29  Petri Nets and AI Arbitration

Sergio Ocio Barriales

30  Hierarchical Portfolio Search in Prismata

David Churchill and Michael Buro

Section V Character Behavior

31  Behavior Decision System: Dragon Age Inquisition’s Utility Scoring Architecture

Sebastian Hanlon and Cody Watts

32  Paragon Bots: A Bag of Tricks

Mieszko Zieliński

33  Using Your Combat AI Accuracy to Balance Difficulty

Sergio Ocio Barriales

34  1000 NPCs at 60 FPS

Robert Zubek

35  Ambient Interactions: Improving Believability by Leveraging Rule-Based AI

Hendrik Skubch

36  Stochastic Grammars: Not Just for Words!

Mike Lewis

37  Simulating Character Knowledge Phenomena in Talk of the Town

James Ryan and Michael Mateas

Section VI Odds and Ends

38  Procedural Level and Story Generation Using Tag-Based Content Selection

Jurie Horneman

39  Recommendation Systems in Games

Ben G. Weber

40  Vintage Random Number Generators

Éric Jacopin

41  Leveraging Plausibility Orderings to Achieve Extremely Efficient Data Compression

Jeff Rollason

42  Building Custom Static Checkers Using Declarative Programming

Ian Horswill, Robert Zubek, and Matthew Viglione

Index

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