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Collected Wisdom of Game AI Professionals PDF

697 Pages·2017·10.32 MB·English
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Game AI Pro 3 Game AI Pro 3 Collected Wisdom of Game AI Professionals Edited by Steve Rabin CRC Press Taylor & Francis Group 6000 Broken Sound Parkway NW, Suite 300 Boca Raton, FL 33487-2742 © 2017 by Taylor & Francis Group, LLC CRC Press is an imprint of Taylor & Francis Group, an Informa business No claim to original U.S. Government works Printed on acid-free paper International Standard Book Number-13: 978-1-4987-4258-0 (Hardback) This book contains information obtained from authentic and highly regarded sources. Reasonable efforts have been made to publish reliable data and information, but the author and publisher cannot assume responsibility for the validity of all materials or the consequences of their use. The authors and publishers have attempted to trace the copyright holders of all material reproduced in this publication and apologize to copyright holders if permission to publish in this form has not been obtained. If any copyright material has not been acknowledged please write and let us know so we may rectify in any future reprint. Except as permitted under U.S. Copyright Law, no part of this book may be reprinted, reproduced, transmitted, or utilized in any form by any electronic, mechanical, or other means, now known or hereafter invented, including photocopying, microfilming, and recording, or in any information storage or retrieval system, without written permission from the publishers. For permission to photocopy or use material electronically from this work, please access www.copyright.com (http://www.copyright.com/) or contact the Copyright Clearance Center, Inc. (CCC), 222 Rosewood Drive, Danvers, MA 01923, 978-750-8400. CCC is a not-for-profit organization that provides licenses and registration for a variety of users. For organizations that have been granted a photocopy license by the CCC, a separate system of payment has been arranged. Trademark Notice: Product or corporate names may be trademarks or registered trademarks, and are used only for identification and explanation without intent to infringe. Visit the Taylor & Francis Web site at http://www.taylorandfrancis.com and the CRC Press Web site at http://www.crcpress.com Contents Preface Web Materials Acknowledgments About the Editors Contributors Section I General Wisdom 1 The Illusion of Intelligence Steve Rabin 2 Creating the Past, Present, and Future with Random Walks John Manslow 3 Logging Visualization in FINAL FANTASY XV Matthew W. Johnson, Fabien Gravot, Shintaro Minamino, Ingimar Hόlm Guðmundsson, Hendrik Skubch, and Youichiro Miyake 4 What You See Is Not What You Get: Player Perception of AI Opponents Baylor Wetzel and Kyle Anderson 5 Six Factory System Tricks for Extensibility and Library Reuse Kevin Dill 6 Debugging AI with Instant In-Game Scrubbing David Young 7 But, It Worked on My Machine! How to Build Robust AI for Your Game Sergio Ocio Barriales Section II Architecture 8 Modular AI Kevin Dill and Christopher Dragert 9 Overcoming Pitfalls in Behavior Tree Design Anthony Francis 10 From Behavior to Animation: A Reactive AI Architecture for Networked First-Person Shooter Games Sumeet Jakatdar 11 A Character Decision-Making System for FINAL FANTASY XV by Combining Behavior Trees and State Machines Youichiro Miyake, Youji Shirakami, Kazuya Shimokawa, Kousuke Namiki, Tomoki Komatsu, Joudan Tatsuhiro, Prasert Prasertvithyakarn, and Takanori Yokoyama 12 A Reusable, Light-Weight Finite-State Machine David “Rez” Graham 13 Choosing Effective Utility-Based Considerations Mike Lewis 14 Combining Scripted Behavior with Game Tree Search for Stronger, More Robust Game AI Nicolas A. Barriga, Marius Stanescu, and Michael Buro Section III Movement and Pathfinding 15 Steering against Complex Vehicles in Assassin’s Creed Syndicate Eric Martel 16 Predictive Animation Control Using Simulations and Fitted Models Ingimar Hόlm Guðmundsson, Hendrik Skubch, Fabien Gravot, and Youichiro Miyake 17 Fast Cars, Big City: The AI of Driver San Francisco Chris Jenner and Sergio Ocio Barriales 18 A Unified Theory of Locomotion Graham Pentheny 19 RVO and ORCA: How They Really Work Ben Sunshine-Hill 20 Optimization for Smooth Paths Mark Langerak 21 3D Flight Navigation Using Sparse Voxel Octrees Daniel Brewer 22 Faster A* with Goal Bounding Steve Rabin and Nathan R. Sturtevant 23 Faster Dijkstra Search on Uniform Cost Grids Nathan R. Sturtevant and Steve Rabin Section IV Tactics and Strategy 24 Being Where It Counts: Telling Paragon Bots Where to Go Mieszko Zieliński 25 Combat Outcome Prediction for Real-Time Strategy Games Marius Stanescu, Nicolas A. Barriga, and Michael Buro 26 Guide to Effective Auto-Generated Spatial Queries Eric Johnson 27 The Role of Time in Spatio-Temporal Reasoning: Three Examples from Tower Defense Baylor Wetzel and Kyle Anderson 28 Pitfalls and Solutions When Using Monte Carlo Tree Search for Strategy and Tactical Games Gijs-Jan Roelofs 29 Petri Nets and AI Arbitration Sergio Ocio Barriales 30 Hierarchical Portfolio Search in Prismata David Churchill and Michael Buro Section V Character Behavior 31 Behavior Decision System: Dragon Age Inquisition’s Utility Scoring Architecture Sebastian Hanlon and Cody Watts 32 Paragon Bots: A Bag of Tricks Mieszko Zieliński 33 Using Your Combat AI Accuracy to Balance Difficulty Sergio Ocio Barriales 34 1000 NPCs at 60 FPS Robert Zubek 35 Ambient Interactions: Improving Believability by Leveraging Rule-Based AI Hendrik Skubch 36 Stochastic Grammars: Not Just for Words! Mike Lewis 37 Simulating Character Knowledge Phenomena in Talk of the Town James Ryan and Michael Mateas Section VI Odds and Ends 38 Procedural Level and Story Generation Using Tag-Based Content Selection Jurie Horneman 39 Recommendation Systems in Games Ben G. Weber 40 Vintage Random Number Generators Éric Jacopin 41 Leveraging Plausibility Orderings to Achieve Extremely Efficient Data Compression Jeff Rollason 42 Building Custom Static Checkers Using Declarative Programming Ian Horswill, Robert Zubek, and Matthew Viglione Index Preface Welcome to an all new volume of Game AI Pro! As with each book in this series, I am proud to deliver brand new material from 50 of the top developers and researchers in the field of game AI. With 42 chapters of innovative techniques and algorithms, I am humbled at the goodwill and sharing of wisdom that this work represents. This book is a testament to the generous community of game AI developers as well as the larger game development community. Everyone involved in this effort believes that sharing information is the single best way to rapidly innovate, grow as developers, and continue to move the game industry forward. We sincerely hope that you will benefit from the insights and wisdom held within this book. This book is divided into six primary sections. In the first section, “General Wisdom,” we have a selection of techniques that generally apply to all games. In the “Architecture” section, we further explore modern architectures such as behavior trees and share architectures used in top games such as FINAL FANTASY XV, the Call of Duty series, and the Guild Wars series. In the “Movement and Pathfinding” section, we explore ways to better smooth paths, avoid obstacles, and navigate 3D space, and present cutting-edge techniques to speed up A* and Dijkstra. The “Tactics and Strategy” section focuses largely on combat decisions made in a wide variety of genres such as RTS, RPG, MOBA, strategy, and tower defense games. In the “Character Behavior” section, we look at individual AI behavior such as character interactions, modeling knowledge, efficient simulation, difficulty balancing, and making decisions with case studies from both commercial games (Paragon, Dragon Age Inquisition, and FINAL FANTASY XV) and indie games (Project Highrise and Talk of the Town). Finally, we end with the “Odds and Ends” section that contains chapters on specialized AI topics ranging from recommendation systems to random number generation and procedural content generation. Right now, the game AI community is larger than ever and I want to invite you to discover all of the wonderful resources that are available. In addition to reading about new game AI techniques in the “Game AI Pro” book series, there

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