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  • Game AI Uncovered: Volume Four

    Game AI Uncovered by Roberts, Paul;

    Volume Four

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      • Publisher's listprice GBP 140.00
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        66 885 Ft (63 700 Ft + 5% VAT)
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    Product details:

    • Edition number 1
    • Publisher CRC Press
    • Date of Publication 4 February 2026

    • ISBN 9781032824932
    • Binding Hardback
    • No. of pages270 pages
    • Size 234x156 mm
    • Language English
    • Illustrations 124 Illustrations, black & white; 97 Halftones, black & white; 27 Line drawings, black & white; 7 Tables, black & white
    • 700

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    Short description:

    Game AI Uncovered: Volume Four continues the series with another collection of chapters from twenty 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 Four continues the series with another collection of chapters from twenty 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 Undisputed, Dirt, Grid, Wherewolf, Psychonauts 2, and Hawken Reborn.


    Contained within this volume are insights that cover a host of different areas within game AI, including influence maps, possibilistic logic, utility AI, director AI, natural movement, stable reaction systems, believable villager NPCs, procedural generation of dungeons, crowd movement and flow fields, cooperative planners, combat pacing, the corridor map method, and boss 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 their own games but will spark ideas for new approaches.


    This volume includes chapters written by Dr Nuno Vicente Barreto, Steven Dalton, Matt Eland, David Guzman, Tobias Karlsson, Vincent Breton Kochanowski, Slavomir Krbyla, Dr Nic Melder, Alessia Nigretti, Víctor Portabella, Baptiste Rimetz, Shaun Reeves, Paul Roberts, Mateo Saldivar, Andrea Schiel, Dr Tommy Thompson, Marc Vassallicci, Rebecca Vessal, Braeden Warnick, and Yannick Richeux.

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    Table of Contents:


    Chapter 1 Blood, Sweat, and Tiers: Driving Unique NPC Boxer Behaviour


    Using Tiered Strategies in Steel City Interactive’s Undisputed


    Steven Dalton


    Chapter 2 Under the Influence: Using Influence Maps to Drive Referee


    Positioning in Steel City Interactive’s Undisputed


    Steven Dalton


    Chapter 3 Procedural Generation of Dungeons


    Shaun Reeves


    Chapter 4 Possibilistic Logic in Games


    Braeden Warnick


    Chapter 5 Teaching AI Agents to Lie at Social Deduction Games


    Matt Eland


    Chapter 6 Cooperative Planners in Real‑Time Strategy Games


    Baptiste Rimetz


    Chapter 7 Simplifying Utility AI through Predefined Utility Curves


    Mateo Saldivar


    Chapter 8 Flow Fields: Beyond a Single Target


    Paul Roberts


    Chapter 9 NPCs that Feel Alive: Achieving Variety and Complexity


    with Limited Resources


    Alessia Nigretti


    Chapter 10 An Analysis of Rapid Iteration vs Prototyping for Building AI Systems


    David Guzman


    Chapter 11 The Corridor Map Method – A Different Approach


    to Pathfinding


    Tobias Karlsson


    Chapter 12 AI Director Pitfalls and How to Climb Out of Them


    Yannick Richeux


    Chapter 13 Artificial Idiocy in Racing: The Mistake System of Codemasters’ Dirt and Grid


    Dr Nic Melder


    Chapter 14 A Beginner’s Guide to AI Character Design


    Dr Tommy Thompson


    Chapter 15 Systemic vs Scripted


    Vincent Breton Kochanowski


    Chapter 16 Beyond Basic Pathfinding: Natural NPC Movement


    Marc Vassallucci


    Chapter 17 Crafting Epic Boss Fights in Psychonauts 2


    Rebecca (Beca) Vessal


    Chapter 18 The Lurker: A Monster That Can Walk Upside Down


    Víctor Portabella


    Chapter 19 Using Roles to Control Combat Pacing


    Slavomir Krbyla


    Chapter 20 The Many Perils of Illal: Behind the Combat AI Architecture of Hawken Reborn’s Enemies


    Dr Nuno Vicente Barreto


    Chapter 21 Stable Reaction Systems


    Andrea Schiel

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