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Produktbild: Game AI Uncovered Focus
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Beschreibung

Produktdetails

Einband

Taschenbuch

Erscheinungsdatum

23.12.2026

Abbildungen

schwarz-weiss Illustrationen, Zeichnungen, schwarz-weiss, Tabellen, schwarz-weiss

Herausgeber

Paul Roberts

Verlag

Taylor and Francis

Seitenzahl

240

Maße (L/B)

23,4/15,6 cm

Sprache

Englisch

ISBN

978-1-04-130589-7

Beschreibung

Portrait

Paul Roberts is a Senior Lecturer and Course Lead for BSc (Hons) Computer Games Programming at the University of Staffordshire. Prior to this he was Technical Director at his own independent game studio Grinning Cat. He has worked in a variety of Principal/Lead AI Programmer roles for a range of studios in the UK including Sumo Digital, Team17, Traveller's Tales, Activision, and some smaller indie studios. Paul has a range of published titles including Worms Revolution, Pitfall!, Call of Duty: Strike Team, The Lego Movie: The Video Game, Pixel-8, and Power-Up. Paul has a Master's by Research in Computer Science (with Artificial Intelligence), which focused on pathfinding, the development of the DRS algorithm and ways to test the believability of generated paths. Paul is currently a PhD candidate exploring believable decision-making based on memories for boxing games. Paul set up the GameAI Discord channel that has brought together hundreds of game AI professionals, where approaches are shared and ideas discussed. He has recently started the GameAIUncovered YouTube channel, which explains how different game AI concepts work, has written several books, some fiction, others academic, and is the editor for this Game AI Uncovered series.

Produktdetails

Einband

Taschenbuch

Erscheinungsdatum

23.12.2026

Abbildungen

schwarz-weiss Illustrationen, Zeichnungen, schwarz-weiss, Tabellen, schwarz-weiss

Herausgeber

Paul Roberts

Verlag

Taylor and Francis

Seitenzahl

240

Maße (L/B)

23,4/15,6 cm

Sprache

Englisch

ISBN

978-1-04-130589-7

Herstelleradresse

Libri GmbH
Europaallee 1
36244 Bad Hersfeld
DE

Email: gpsr@libri.de

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  • Produktbild: Game AI Uncovered Focus
  • Introduction

    1. Applications of Vector Fields in AI - The Navigation System of Speedball

    2. Go with the Flow: Flow Fields - Beyond a Single Target

    3. Environment Steering

    4. Believable Routes: A Pathfinding Acceptability Metric

    5. Low-Cost, Mutable Path-Planning Spaces

    6. The Corridor Map Method - A Different Approach to Pathfinding

    7. JP-DRS: Jump-Point Directed Recursion Search

    8. Implementing a Simple 3D Waypoint Grid for Efficient Pathfinding in Eve: Valkyrie

    9. Creature Navigation in the Air and on the Ground

    10. Beyond Basic Pathfinding: Natural NPC Movement

    11. Fluid Movement

    12. AI Under Lockdown: Various Approaches to NPC Tethering

    13. Low Bandwidth, Synchronised Path Following in Team17's The Survivalists

    14. Handling Navigation in Lords of the Fallen for Multiple Enemy Sizes

    15. High Speed Vehicle Driving in Wheelman

    16. Recast Navigation

    17. Auto Generating Navigation Link Data

    18. Using Nav-Mesh Flood Fill to Speed Up Environment Querying

    19. Creating Clean Navigation Data in Lords of the Fallen

    20. Navigating Broken Data