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  • Game AI Uncovered Focus: Character AI

    Game AI Uncovered Focus by Roberts, Paul;

    Character AI

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      • Publisher's listprice GBP 51.99
      • The price is estimated because at the time of ordering we do not know what conversion rates will apply to HUF / product currency when the book arrives. In case HUF is weaker, the price increases slightly, in case HUF is stronger, the price goes lower slightly.

        23 473 Ft (22 355 Ft + 5% VAT)
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    Product details:

    • Edition number 1
    • Publisher CRC Press
    • Date of Publication 14 September 2026

    • ISBN 9781041306061
    • Binding Paperback
    • No. of pages200 pages
    • Size 234x156 mm
    • Language English
    • Illustrations 54 Illustrations, black & white; 3 Halftones, black & white; 51 Line drawings, black & white; 10 Tables, black & white
    • 700

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    Short description:

    Contained within these pages are overviews and insights covering a host of different game character AI techniques, including defining the context within which a character exists and how to test for believability, utility AI, animation driven behaviour, simulating social norms, environmental cues, boss behaviour, and dumbing down AI.

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    Long description:

    Paul Roberts’ Game AI Uncovered Focus: Character AI brings together twenty chapters from the first six volumes of the Game AI Uncovered series into a handy single volume that focuses on the many different aspects of character AI in game development.


    The techniques covered in these pages cover the underlying development of a wide array of published titles, including City of Gangsters, The Survivalists, Sackboy: A Big Adventure, The Persistence, Alpha Beta Gunner, Luna Abyss, Assassin’s Creed Nexus, The Sims, Zoo Tycoon, Dragon Age: Inquisition, and Alien Isolation.


    Contained within these pages are overviews and insights covering a host of different game character AI techniques, including defining the context within which a character exists and how to test for believability, utility AI, animation‑driven behaviour, buddy AI, simulating social norms, simulating player behaviour, environmental cues, boss behaviour, and dumbing down AI.



    Beginners to the area of game AI, along with professional developers, will find a wealth of knowledge that will not only help in the development of your own games but also spark ideas for new approaches.



    This anthology includes chapters written by Dr Nuno Vicente Barreto, Dr Vicky Bloom, Richard Bull, Michele Condò, Sarah Cook, Steven Dalton, Dale Green, Johan Holthausen, Tobias Karlsson, Vincent Breton Kochanowski, Dr Fernando Penousal Machado, Alessia Nigretti, John Reynolds, Matthew Reynolds, Lisa Ridley, Paul Roberts, Dr Licínio Roque, Huw Talliss, Dr Tommy Thompson, David Wooldridge, and Dr Robert Zubek.

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    Table of Contents:

    Chapter 1 Simulation of Social Norms in City of Gangsters
    Chapter 2 Character Believability
    Chapter 3 Monkey Business: NPC Player Imitation in Team17’s The Survivalists
    Chapter 4 Not All AIs are Made the Same
    Chapter 5 Stitching It Together The Enemies of Sackboy: A Big Adventure
    Chapter 6 Creating Characters Using Components
    Chapter 7 NPCs That Feel Alive: Achieving Variety and Complexity with Limited Resources
    Chapter 8 Utility AI and Emergent Gameplay: Transforming Game Worlds
    Chapter 9 Agitation System in Assassin’s Creed Nexus
    Chapter 10 Systemic vs Scripted
    Chapter 11 Animation‑Driven Behaviour
    Chapter 12 Combining Behaviour and Animation Systems in Luna Abyss
    Chapter 13 Creating Boss Behaviours in Luna Abyss
    Chapter 14 Using Voxels for Environmental Cues
    Chapter 15 N‑Gram for Any Direction Prediction in VR
    Chapter 16 Character Utility Behaviour Graph
    Chapter 17 The Creature Believability Scale
    Chapter 18 Building a Buddy: Choosing the Right Brain
    Chapter 19 Dumbing Down AI: The Art of Making Intelligence Stupid
    Chapter 20 A Beginner’s Guide to AI Character Design

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