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  • Game AI Uncovered: Volume Three

    Game AI Uncovered by Roberts, Paul;

    Volume Three

      • GET 20% OFF

      • The discount is only available for 'Alert of Favourite Topics' newsletter recipients.
      • Publisher's listprice GBP 130.00
      • 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.

        62 107 Ft (59 150 Ft + 5% VAT)
      • Discount 20% (cc. 12 421 Ft off)
      • Discounted price 49 686 Ft (47 320 Ft + 5% VAT)

    62 107 Ft

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    Availability

    Estimated delivery time: In stock at the publisher, but not at Prospero's office. Delivery time approx. 3-5 weeks.
    Not in stock at Prospero.

    Why don't you give exact delivery time?

    Delivery time is estimated on our previous experiences. We give estimations only, because we order from outside Hungary, and the delivery time mainly depends on how quickly the publisher supplies the book. Faster or slower deliveries both happen, but we do our best to supply as quickly as possible.

    Product details:

    • Edition number 1
    • Publisher CRC Press
    • Date of Publication 23 January 2025

    • ISBN 9781032532578
    • Binding Hardback
    • No. of pages246 pages
    • Size 234x156 mm
    • Weight 453 g
    • Language English
    • Illustrations 104 Illustrations, black & white; 5 Halftones, black & white; 99 Line drawings, black & white; 7 Tables, black & white
    • 631

    Categories

    Short description:

    Game AI Uncovered: Volume Three continues the series with another collection of chapters from 18 of the top game AI professionals and researchers, from around the world. Each chapter includes wisdom, ideas, tips and tricks that were used in the development of video games.

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    Long description:

    Game AI Uncovered: Volume Three continues the series with another collection of chapters from 18 of the top game AI professionals and researchers, from around the world. Each chapter includes wisdom, ideas, tips, and tricks that were used in the development of video games.


    The techniques discussed in these pages cover the underlying development of a wide array of published titles, including Watch Dogs: Legion, City of Gangsters, Eve: Valkyrie, Firefall, The Persistence, Advance Soccer, Alpha Beta Gunner, and Luna Abyss.


    Contained within this volume are insights that cover a host of different areas within game AI, including vehicle AI, simulating social norms, AI spawning fundamentals, pathfinding, creation of characters using components, animation‑driven behaviour, tactical positioning in football, automated testing, abstract pattern matching, and machine learning for games.


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


    This volume includes chapters written by Dr Allan Bruce, Anubha Banerjee, Bruno Rebaque, Dale Green, David Wooldridge, Eric S. Le Saux, Greg Irwin, Jason Lok Heng Chin, Johan Holthausen, John Reynolds, Mathias Siemonsmeier, Michele Condò, Dr Nic Melder, Paul Roberts, Phil Carlisle, Richard Bull, Robert Zubek, and Tobias Karlsson.

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    Table of Contents:


    Chapter 1 The Vehicle AI of Watch Dogs: Legion: Building a Unified Vehicle AI System for Traffic and High‑Speed Chases


    Dr Nic Melder


    Chapter 2 Navigating through a Traffic Intersection: How to Avoid Traffic Chaos When Jumping a Red Light


    Dr Nic Melder


    Chapter 3 Building the Tools for Building a City: Semi‑Procedural Tools for the Creation of the City Road Network System of Watch Dogs: Legion


    Dr Nic Melder


    Chapter 4 Implementing a Simple 3D Waypoint Grid for Efficient Pathfinding in Eve: Valkyrie


    Dr Allan Bruce


    Chapter 5 N‑Gram for Any Direction Prediction in VR


    Michele Condò


    Chapter 6 Creating Characters Using Components


    John Reynolds


    Chapter 7 Making AI Play Ball: Building and Testing Football AI


    Anubha Banerjee and Greg Irwin


    Chapter 8 Tactical Positioning in the Game of Football


    Anubha Banerjee and Greg Irwin


    Chapter 9 Automated Testing for All Developers: How Easy Access Can Make Your Dev Process More Efficient


    Matthias Siemonsmeier


    Chapter 10 Abstract Pattern Matching for Strategic Play


    Richard Bull


    Chapter 11 Animation‑Driven Behaviour


    Johan Holthausen


    Chapter 12 JP‑DRS: Jump‑Point Directed Recursion Search


    Paul Roberts


    Chapter 13 Machine Learning for Games at Scale


    Phil Carlisle


    Chapter 14 Behaviour Engine and Language: A Heterogeneous State Machine System


    Eric S. Le Saux


    Chapter 15 AI Spawning Fundamentals: A General Guide to Spawning AI Agents in Games


    Bruno Rebaque


    Chapter 16 Character Utility Behaviour Graph


    David Wooldridge


    Chapter 17 Quarterback AI


    Paul Roberts


    Chapter 18 Touchdown! AI Scenarios within American Football


    Paul Roberts


    Chapter 19 Creature Navigation in the Air and on the Ground


    Jason Lok Heng Chin


    Chapter 20 Debug – Identifying and Presenting Useful Information


    Dale Green


    Chapter 21 Not All AIs Are Made the Same


    Tobias Karlsson


    Chapter 22 Simulation of Social Norms in City of Gangsters


    Robert Zubek

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