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  • Game AI Uncovered: Volume Five

    Game AI Uncovered by Dent, Nicholas; Roberts, Paul;

    Volume Five

      • GET 10% OFF

      • Publisher's listprice GBP 140.00
      • 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.

        66 885 Ft (63 700 Ft + 5% VAT)
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    60 197 Ft

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    Product details:

    • Edition number 1
    • Publisher CRC Press
    • Date of Publication 21 May 2026

    • ISBN 9781041053217
    • Binding Hardback
    • No. of pages284 pages
    • Size 234x156 mm
    • Language English
    • Illustrations 104 Illustrations, black & white; 104 Halftones, black & white; 10 Tables, black & white
    • 700

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    Short description:

    Game AI Uncovered: Volume Five continues the series with another collection of chapters from twenty-three 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 Five continues the series with another collection of chapters from twenty‑three 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 Lords of the Fallen, Assassin’s Creed Nexus, Soccer Kids, Luna Abyss, Race Driver: Grid, Speedball, Dirt, Psychonauts 2, F1, and Ara: History Untold.


    Contained within this volume are insights that cover a host of different areas within game AI, including long‑term planning, AI directors, smart objects, intelligent cover, NPC agitation, utility AI, dynamic enemy behaviour, level‑of‑detail AI, creating clean navigation data, driver assists, animal behaviours, boss behaviours, recast navigation, utility AI, vector fields, Monte Carlo tree search, and pathfinding. Beginners in the field 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 Eric Alzheimer, Dr. Vicky Bloom, Andy Brown, William Chambers, Laurent Couvidou, Philip Dunstan, Matt Eland, Dr. Dominik Gotojuch, David Guzman, Slavomir Krbyla, Carl Viktor Benjamin Lundström, Dr. Nic Melder, David Soler Bartomeu, Sarat Rallabandi, Bruno Rebaque, John Reynolds, Matthew Reynolds, Lisa Ridley, Paul Roberts, Mateo Saldivar, Rafal Tyl, Rebecca Vessal, and James Vickers.

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    Table of Contents:


    Chapter 1 Handling Navigation in Lords of the Fallen for Multiple Enemy Sizes


    Bruno Rebaque


    Chapter 2 Creating Clean Navigation Data in Lords of the Fallen


    Bruno Rebaque


    Chapter 3 Hack and Slash AI Combat Roles: A Simple Approach to


    Dynamic Enemy Behaviour


    David Soler Bartomeu


    Chapter 4 Agitation System in Assassin’s Creed Nexus


    Lisa Ridley


    Chapter 5 Creating Boss Behaviours in Luna Abyss


    John Reynolds and Matthew Reynolds


    Chapter 6 AI Level of Detail in Multiplayer Games


    Laurent Couvidou


    Chapter 7 Driver Assists in Racing: Using the Vehicle AI to


    Aid the Player


    Dr Nic Melder


    Chapter 8 AI Showrunner – Managing Gameplay Experience with a Hierarchical Network of AI Directors


    Dr Dominik Gotojuch


    Chapter 9 Recast Navigation


    Andy Brown


    Chapter 10 Intelligent Cover


    Paul Roberts and James (Jay) Vickers


    Chapter 11 How‑To Smart Object


    Carl Viktor Benjamin Lundström


    Chapter 12 Utility AI and Emergent Gameplay: Transforming Game Worlds


    Dr Vicky Bloom


    Chapter 13 The Importance of Separation of Concerns in


    AI Architecture


    David Guzman


    Chapter 14 Applications of Vector Fields in AI – The Navigation System of Speedball


    Sarat Rallabandi


    Chapter 15 Unlocking Doors


    Philip Dunstan


    Chapter 16 An Architecture for AI Game Masters in Tabletop RPGs


    Matt Eland


    Chapter 17 Follow Through: Ara: History Untold’s Long‑Term Planning System


    William Smith Chambers and Eric Alzheimer


    Chapter 18 Using Nav‑Mesh Flood Fill to Speed Up Environment Querying


    Slavomir Krbyla


    Chapter 19 Using Monte Carlo Tree Search in Soccer Kids


    Rafal Tyl


    Chapter 20 The LLM Playwright: Managing NPC Dialogue and Behaviour in Real‑Time Using Large Language Models


    Mateo Saldivar


    Chapter 21 Bringing Ambient Animals to Life in Psychonauts 2


    Rebecca (Beca) Vessal


    Chapter 22 RMA*: Restricted Memory A*


    Paul Roberts

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