Game AI Pro 360: Guide to Tactics and Strategy


Book Description

Steve Rabin’s Game AI Pro 360: Guide to Tactics and Strategy gathers all the cutting-edge information from his previous three Game AI Pro volumes into a convenient single source anthology that covers game AI strategy and tactics. This volume is complete with articles by leading game AI programmers that focus largely on combat decisions made in a wide variety of genres such as RTS, RPG, MOBA, strategy and tower defense games. Key Features Provides real-life case studies of game AI in published commercial games Material by top developers and researchers in Game AI Downloadable demos and/or source code available online




Game AI Pro 360: Guide to Tactics and Strategy


Book Description

Steve Rabin’s Game AI Pro 360: Guide to Tactics and Strategy gathers all the cutting-edge information from his previous three Game AI Pro volumes into a convenient single source anthology that covers game AI strategy and tactics. This volume is complete with articles by leading game AI programmers that focus largely on combat decisions made in a wide variety of genres such as RTS, RPG, MOBA, strategy and tower defense games. Key Features Provides real-life case studies of game AI in published commercial games Material by top developers and researchers in Game AI Downloadable demos and/or source code available online




Game AI Pro 360: Guide to Architecture


Book Description

Steve Rabin’s Game AI Pro 360: Guide to Architecture gathers all the cutting-edge information from his previous three Game AI Pro volumes into a convenient single source anthology covering game AI architecture. This volume is complete with articles by leading game AI programmers that further explore modern architecture such as behavior trees and share architectures used in top games such as Final Fantasy XV, the Call of Duty series and the Guild War series. Key Features Provides real-life case studies of game AI in published commercial games Material by top developers and researchers in Game AI Downloadable demos and/or source code available online




Game AI Pro 360: Guide to Character Behavior


Book Description

Steve Rabin’s Game AI Pro 360: Guide to Character Behavior gathers all the cutting-edge information from his previous three Game AI Pro volumes into a convenient single source anthology that covers character behavior in game AI. This volume is complete with articles by leading game AI programmers that focus on individual AI behavior such as character interactions, modelling knowledge, efficient simulation, difficulty balancing, and making decisions with case studies from both commercial and indie games. Key Features Provides real-life case studies of game AI in published commercial games Material by top developers and researchers in Game AI Downloadable demos and/or source code available online




Game AI Pro 360: Guide to Movement and Pathfinding


Book Description

Steve Rabin’s Game AI Pro 360: Guide to Movement and Pathfinding gathers all the cutting-edge information from his previous three Game AI Pro volumes into a convenient single source anthology covering movement and pathfinding in game AI. This volume is complete with articles by leading game AI programmers that explore better ways to smooth paths, avoid obstacles, and navigate 3D space with cutting-edge techniques. Key Features Provides real-life case studies of game AI in published commercial games Material by top developers and researchers in Game AI Downloadable demos and/or source code available online




Game AI Pro 3


Book Description

Game AI Pro3: Collected Wisdom of Game AI Professionals presents state-of-the-art tips, tricks, and techniques drawn from developers of shipped commercial games as well as some of the best-known academics in the field. This book acts as a toolbox of proven techniques coupled with the newest advances in game AI. These techniques can be applied to almost any game and include topics such as behavior trees, utility theory, path planning, character behavior, and tactical reasoning. KEY FEATURES Contains 42 chapters from 50 of the game industry’s top developers and researchers. Provides real-life case studies of game AI in published commercial games. Covers a wide range of AI in games, with topics applicable to almost any game. Includes downloadable demos and/or source code, available at http://www.gameaipro.com SECTION EDITORS Neil Kirby General Wisdom Alex Champandard Architecture Nathan Sturtevant Movement and Pathfinding Damian Isla Character Behavior Kevin Dill Tactics and Strategy; Odds and Ends




Advances in Machine Learning/Deep Learning-based Technologies


Book Description

As the 4th Industrial Revolution is restructuring human societal organization into, so-called, “Society 5.0”, the field of Machine Learning (and its sub-field of Deep Learning) and related technologies is growing continuously and rapidly, developing in both itself and towards applications in many other disciplines. Researchers worldwide aim at incorporating cognitive abilities into machines, such as learning and problem solving. When machines and software systems have been enhanced with Machine Learning/Deep Learning components, they become better and more efficient at performing specific tasks. Consequently, Machine Learning/Deep Learning stands out as a research discipline due to its worldwide pace of growth in both theoretical advances and areas of application, while achieving very high rates of success and promising major impact in science, technology and society. The book at hand aims at exposing its readers to some of the most significant Advances in Machine Learning/Deep Learning-based Technologies. The book consists of an editorial note and an additional ten (10) chapters, all invited from authors who work on the corresponding chapter theme and are recognized for their significant research contributions. In more detail, the chapters in the book are organized into five parts, namely (i) Machine Learning/Deep Learning in Socializing and Entertainment, (ii) Machine Learning/Deep Learning in Education, (iii) Machine Learning/Deep Learning in Security, (iv) Machine Learning/Deep Learning in Time Series Forecasting, and (v) Machine Learning in Video Coding and Information Extraction. This research book is directed towards professors, researchers, scientists, engineers and students in Machine Learning/Deep Learning-related disciplines. It is also directed towards readers who come from other disciplines and are interested in becoming versed in some of the most recent Machine Learning/Deep Learning-based technologies. An extensive list of bibliographic references at the end of each chapter guides the readers to probe further into the application areas of interest to them.







Game AI Pro 360: Guide to Character Behavior


Book Description

Steve Rabin’s Game AI Pro 360: Guide to Character Behavior gathers all the cutting-edge information from his previous three Game AI Pro volumes into a convenient single source anthology that covers character behavior in game AI. This volume is complete with articles by leading game AI programmers that focus on individual AI behavior such as character interactions, modelling knowledge, efficient simulation, difficulty balancing, and making decisions with case studies from both commercial and indie games. Key Features Provides real-life case studies of game AI in published commercial games Material by top developers and researchers in Game AI Downloadable demos and/or source code available online




Game AI Pro 2


Book Description

Game AI Pro2: Collected Wisdom of Game AI Professionals presents cutting-edge tips, tricks, and techniques for artificial intelligence (AI) in games, drawn from developers of shipped commercial games as well as some of the best-known academics in the field. It contains knowledge, advice, hard-earned wisdom, and insights gathered from across the com