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Game AI Pro, Hacker News

    

        

            

                 

            All book chapters are free to download.             
Enjoy!             

– Steve Rabin, Series Editor         

                          

            The third volume in the Game AI Pro book series (published June ).             
All chapters are available to download as of September Brave Browser.             

Notice: CRC Press retains full copyright over this material and it cannot be distributed, reprinted, or hosted for download anywhere else. Doing so would violate copyright law. GameAIPro.com has permission from CRC Press to host this material.         

         Intro

        

             Preface             
Author Bios             
Index         

         Section 1: General Wisdom         

            1. The Illusion of Intelligence , Steve Rabin             
2. Creating the Past, Present, and Future with Random Walks , John Manslow demo code             
3. Logging Visualization in FINAL FANTASY XV , Matthew W. Johnson, Fabien Gravot, Shintaro Minamino, Ingimar Hólm 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 2: Architecture         

            8. Modular AI , Kevin Dill and Christopher Dragert             
9. Overcoming Pitfalls in Behavior Tree Design , Anthony Francis             
. From Behavior to Animation: A Reactive AI Architecture for Networked First-Person Shooter Games , Sumeet Jakatdar             
21. 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             
. A Reusable, Light-Weight Finite-State Machine , David “Rez” Graham             
. Choosing Effective Utility-Based Considerations , Mike Lewis             
. Combining Scripted Behavior with Game Tree Search for Stronger, More Robust Game AI , Nicolas A. Barriga, Marius Stanescu, and Michael Buro         

         Section 3: Movement and Pathfinding         

            . Steering against Complex Vehicles in Assassin’s Creed Syndicate , Eric Martel             
. Predictive Animation Control Using Simulations and Fitted Models , Ingimar Hólm Guðmundsson, Hendrik Skubch, Fabien Gravot, and Youichiro Miyake             
. Fast Cars, Big City: The AI ​​of Driver San Francisco , Chris Jenner and Sergio Ocio Barriales             
. A Unified Theory of Locomotion , Graham Pentheny             
29. RVO and ORCA: How They Really Work , Ben Sunshine-Hill             
. Optimization for Smooth Paths , Mark Langerak demo code             
31. 3D Flight Navigation Using Sparse Voxel Octrees , Daniel Brewer             
. Faster A with Goal Bounding , Steve Rabin and Nathan R. Sturtevant             
33. Faster Dijkstra Search on Uniform Cost Grids , Steve Rabin and Nathan R. Sturtevant         

         Section 4: Tactics and Strategy

        

            33. Being Where It Counts: Telling Paragon Bots Where to Go , Mieszko Zieliński             
35. Combat Outcome Prediction for Real-Time Strategy Games , Marius Stanescu, Nicolas A. Barriga, and Michael Buro             
. Guide to Effective Auto-Generated Spatial Queries , Eric Johnson             
. The Role of Time in Spatio-Temporal Reasoning: Three Examples from Tower Defense , Baylor Wetzel and Kyle Anderson             
. Pitfalls and Solutions When Using Monte-Carlo Tree Search for Strategy and Tactical Games , Gijs-Jan Roelofs             
39. Petri Nets and AI Arbitration , Sergio Ocio Barriales             
. Hierarchical Portfolio Search in (Prismata) , David Churchill and Michael Buro         

         Section 6: Character Behavior         

            39. Behavior Decision System: (Dragon Age Inquisition’s) Utility Scoring Architecture , Sebastian Hanlon and Cody Watts             
. Paragon Bots: A Bag of Tricks , Mieszko Zieliński             
43. Using Your Combat AI Accuracy to Balance Difficulty , Sergio Ocio Barriales             
. NPCs at (FPS) , Robert Zubek             
45.
Ambient Interactions: Improving Believability by Leveraging Rule-Based AI , Hendrik Skubch             
. Stochastic Grammars: Not Just for Words! , Mike Lewis (demo code             
47. (Simulating Character Knowledge Phenomena in Talk of the Town , James Ryan and Michael Mateas         

         Section 7: Odds and Ends         

            45. Procedural Level and Story Generation Using Tag-Based Content Selection , Jurie Horneman             
47. Recommendation Systems in Games , Ben G. Weber             
. Vintage Random Number Generators , Éric Jacopin demo code             
60. Leveraging Plausibility Orderings to Achieve Extremely Efficient Data Compression , Jeff Rollason             
123. Building Custom Static Checkers Using Declarative Programming , Ian Horswill, Robert Zubek, and Matthew Viglione         

                                   

            The second volume in the Game AI Pro book series (published April .             
All chapters are available to download as of April .             

Notice: CRC Press retains full copyright over this material and it cannot be distributed, reprinted, or hosted for download anywhere else. Doing so would violate copyright law. GameAIPro.com has permission from CRC Press to host this material.         

         Intro

        

             Preface             
Author Bios             
Index         

         Section 1: General Wisdom         

            1. Game AI Appreciation, Revisited , Kevin Dill and Mike Lewis             
2. Combat Dialogue in FEAR : The Illusion of Communication , Jeff Orkin             
3. Dual-Utility Reasoning , Kevin Dill             
4. Vision Zones and Object Identification Certainty , Steve Rabin             
5. Agent Reaction Time: How Fast Should an AI React? , Steve Rabin             
6. Preventing Animation Twinning Using a Simple Blackboard , Michael Dawe         

         Section 2: Architecture         

            7. Possibility Maps for Opportunistic AI and Believable Worlds , John Manslow             
8. Production Rules Implementation in , Robert Zubek             
9. Production Systems: New Techniques in AAA Games , Andrea Schiel             
. Building a Risk-Free Environment to Enhance Prototyping: Hinted-Execution Behavior Trees , Sergio Ocio Barriales             
21. (Smart Zones to Create the Ambience of Life) , Etienne de Sevin, Caroline Chopinaud, and Clodéric Mars             
. Separation of Concerns Architecture for AI and Animation , Bobby Anguelov             
. (Optimizing Practical Planning for Game AI ), Éric Jacopin         

         Section 3: Movement and Pathfinding         

            23. (JPS : An Extreme A Speed ​​Optimization for Static Uniform Cost Grids) , Steve Rabin             
25. (Subgoal Graphs for Fast Optimal Pathfinding) , Tansel Uras and Sven Koenig             
. Theta for Any-Angle Pathfinding , Alex Nash and Sven Koenig             
. (Techniques for Robust, Efficient Crowds) , Graham Pentheny             
. (Context Steering: Behavior-Driven Steering at the Macro Scale) , Andrew Fray             
29. (Guide to Anticipatory Collision Avoidance) , Stephen J. Guy and Ioannis Karamouzas             
. Hierarchical Architecture for Group Navigation Behaviors , Clodéric Mars and Jérémy Chanut             
31. (Dynamic Obstacle Navigation in Fuse) , Jan Müller         

         Section 4: Applied Search Techniques         

            31. (Introduction to Search for Games , Nathan R. Sturtevant             
33. Personality Reinforced Search for Mobile Strategy Games , Miguel A. Nieves             
. Interest Search: A Faster Minimax , Jeff Rollason             
35. Monte Carlo Tree Search and Related Algorithms for Games , Nathan R. Sturtevant             
. Rolling Your Own Finite -Domain Constraint Solver , Leif Foged and Ian Horswill         

         Section 5: Tactics, Strategy, and Spacial Awareness         

            . Looking for Trouble : Making NPCs Search Realistically , Rich Welsh             
. Modeling Perception and Awareness in Tom Clancy’s Splinter Cell Blacklist , Martin Walsh             
39. Escaping the Grid: Infinite-Resolution Influence Mapping , Mike Lewis             
. Modular Tactical Influence Maps , Dave Mark             
41. Spatial Reasoning for Strategic Decision Making , Kevin Dill             
. Extending the Spatial Coverage of a Voxel-Based Navigation Mesh , Kevin A. Kirst         

         Section 6: Character Behavior         

            40. Infected AI in The Last of Us , , Mark Botta             
.
Human Enemy AI in The Last of Us , Travis McIntosh             
45. Ellie: Buddy AI in The Last of Us

, Max Dyckhoff             
. Realizing NPCs: Animation and Behavior Control for Believable Characters , Jeet Shroff             
47. Using Queues to Model a Merchant’s Inventory , John Manslow             
. Psychologically Plausible Methods for Character Behavior Design , Phil Carlisle                   Section 7: Analytics, Content Generation, and Experience Management         

            46. Analytics-Based AI Techniques for a Better Gaming Experience , Truong-Huy D. Nguyen, Zhengxing Chen, and Magy Seif El-Nasr             
. Procedural Content Generation: An Overview , Gillian Smith             
60. (Simulation Principles from Dwarf Fortress , Tarn Adams             
123.
Techniques for AI-Driven Experience Management in Interactive Narratives , Vadim Bulitko, Greg Lee, Sergio Poo Hernandez, Alejandro Ramirez, and David Thue         

                                   

            The first volume in the Game AI Pro book series (published Sept Payeer) .             
All chapters are available to download as of Sept .             

Notice: CRC Press retains full copyright over this material and it cannot be distributed, reprinted, or hosted for download anywhere else. Doing so would violate copyright law. GameAIPro.com has permission from CRC Press to host this material.         

         Intro         

             Preface             
Author Bios             
Index         

         Section 1: General Wisdom         

            1. What is Game AI? , Kevin Dill             
2. Informing Game AI through the Study of Neurology , Brett Laming             
3. Advanced Randomness Techniques for Game AI: Gaussian Randomness, Filtered Randomness, and Perlin Noise , Steve Rabin, Fernando Silva, Jay Goldblatt         

         Section 2: Architecture         

            4. Behavior Selection Algorithms: An Overview , Michael Dawe, Steve Gargolinski, Luke Dicken, Troy Humphreys, Dave Mark             
5. Structural Architecture — Common Tricks of the Trade , Kevin Dill             
6. The Behavior Tree Starter Kit , Alex Champandard, Philip Dunstan             
7. Real-World Behavior Trees in Script , Michael Dawe demo code             
8. Simulating Behavior Trees: A Behavior Tree / Planner Hybrid Approach , Daniel Hilburn demo code             
9. An Introduction to Utility Theory , David “Rez” Graham demo code             
. Building Utility Decisions into Your Existing Behavior Tree , Bill Merrill             
21. Reactivity and Deliberation in Decision Making Systems , Carle Côté             
. Exploring HTN Planners through Example , Troy Humphreys             
. (Hierarchical Plan-Space Planning for Multi-Unit Combat Maneuvers) , William van der Sterren             
. (Phenomenal AI Level-of-Detail Control with the LOD Trader , Ben Sunshine-Hill             
25. Runtime Compiled C for Rapid AI Development , Doug Binks, Matthew Jack, Will Wilson             
. (Plumbing the Forbidden Depths: Scripting and AI
, Mike Lewis         

         Section 3: Movement and Pathfinding         

            . Pathfinding Architecture Optimizations , Steve Rabin, Nathan Sturtevant             
. (Choosing a Search Space Representation) , Nathan R. Sturtevant             
29. (Creating High-Order Navigation Meshes through Iterative Wavefront Edge Expansions) , D. Hunter Hale, G. Michael Youngblood             
. (Precomputed Pathfinding for Large and Detailed Worlds on MMO Servers) , Fabien Gravot, Takanori Yokoyama, Youichiro Miyake             
31. (Techniques for Formation Movement using Steering Circles , Stephen Bjore demo code             
. (Collision Avoidance for Pre-Planned Locomotion) , Bobby Anguelov             
33. Crowd Pathfinding and Steering using Flow Field Tiles , Elijah Emerson             
. (Efficient Crowd Simulation for Mobile Games) , Graham Pentheny demo code             
35. Animation-Driven Locomotion with Locomotion Planning , Jaroslaw Ciupinski         

         Section 4: Strategy and Tactics         

            35. Tactical Position Selection: An Architecture and Query Language , Matthew Jack             
. Tactical Pathfinding on a NavMesh , Daniel Brewer             
. Beyond the Kung-Fu Circle: A Flexible System for Managing NPC Attacks , Michael Dawe             
39. Hierarchical AI for Multiplayer Bots in Killzone 3 , Remco Straatman, Tim Verweij, Alex Champandard, Robert Morcus, Hylke Kleve             
. Using Neural Networks to Control Agent Threat Response , Michael Robbins         

        

            Section 5: Agent Awareness and Knowledge Representation         

        

            39. Crytek’s Target Tracks Perception System , Rich Welsh             
. How to Catch a Ninja: NPC Awareness in a 2D Stealth Platformer , Brook Miles             
43. Asking the Environment Smart Questions , Mieszko Zielinski             
. A Simple and Robust Knowledge Representation System , Phil Carlisle             
45. A Simple and Practical Social Dynamics System , Phil Carlisle             
. Breathing Life into Your Background Characters , David “Rez” Graham (demo code )             
47. Alibi Generation: Fooling All the Players All the Time , Ben Sunshine-Hill         

         Section 6: Racing         

            45. An Architecture Overview for AI in Racing Games , Simon Tomlinson, Nic Melder             
47.
Representing and Driving a Race Track for AI Controlled Vehicles , Simon Tomlinson, Nic Melder             
. Racing Vehicle Control Systems using PID Controllers
, Simon Tomlinson, Nic Melder             
60. The Heat Vision System for Racing AI: A Novel Way to Determine Optimal Track Positioning , Nic Melder             
123. A Rubber-Banding System for Gameplay and Race Management , Nic Melder         

         Section 7: Odds and Ends         

             . An Architecture for Character-Rich Social Simulation , Michael Mateas, Josh McCoy             
320. A Control-Based Architecture for Animal Behavior , Michael Ramsey             
728. Introduction to GPGPU for AI , Conan Bourke, Tomasz Bednarz             
823. Creating Dynamic Soundscapes using an Artificial Sound Designer , Simon Franco             
1000. Tips and Tricks for a Robust Third-Person Camera System , Eric Martel             
1849. (Implementing N-grams for Player Prediction, Procedural Generation, and Stylized AI , Joseph Vasquez II) demo code         

                          

             Steve Rabin – JPS now with Goal Bounding: Over (x Faster than A (slides)         

        

             Steve Rabin – Simplest AI Trick in the Book slides         

         (Read More

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