Game AI Uncovered
Volume Four
- Publisher's listprice GBP 140.00
-
66 885 Ft (63 700 Ft + 5% VAT)
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.
- Discount 10% (cc. 6 689 Ft off)
- Discounted price 60 197 Ft (57 330 Ft + 5% VAT)
Subcribe now and take benefit of a favourable price.
Subscribe
66 885 Ft
Availability
Not yet published.
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 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
Categories
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.
MoreLong 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.
MoreTable 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
More