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Game AI Pro 360: Guide to Movement and Pathfinding PDF

315 Pages·2019·12.729 MB·\315
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Game AI Pro 360 Game AI Pro 360 Guide to Movement and Pathfinding Edited by Steve Rabin CRC Press Taylor & Francis Group 6000 Broken Sound Parkway NW, Suite 300 Boca Raton, FL 33487-2742 © 2020 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: 978-0-367-15111-9 (paperback) International Standard Book Number-13: 978-0-367-15113-3 (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 About the Editor ix About the Contributors xi Introduction xvii 1 Pathfinding Architecture Optimizations 1 Steve Rabin and Nathan R. Sturtevant 2 Choosing a Search Space Representation 13 Nathan R. Sturtevant 3 Creating High-Order Navigation Meshes through Iterative Wavefront Edge Expansions 19 D. Hunter Hale and G. Michael Youngblood 4 Precomputed Pathfinding for Large and Detailed Worlds on MMO Servers 29 Fabien Gravot, Takanori Yokoyama, and Youichiro Miyake 5 Techniques for Formation Movement Using Steering Circles 49 Stephen Bjore 6 Collision Avoidance for Preplanned Locomotion 57 Bobby Anguelov 7 Crowd Pathfinding and Steering Using Flow Field Tiles 67 Elijah Emerson 8 Efficient Crowd Simulation for Mobile Games 77 Graham Pentheny v 9 Animation-Driven Locomotion with Locomotion Planning 85 Jarosław Ciupi´nski 10 JPS+: An Extreme A* Speed Optimization for Static Uniform Cost Grids 95 Steve Rabin and Fernando Silva 11 Subgoal Graphs for Fast Optimal Pathfinding 109 Tansel Uras and Sven Koenig 12 Theta* for Any-Angle Pathfinding 125 Alex Nash and Sven Koenig 13 Advanced Techniques for Robust, Efficient Crowds 137 Graham Pentheny 14 Context Steering: Behavior-Driven Steering at the Macro Scale 147 Andrew Fray 15 Guide to Anticipatory Collision Avoidance 159 Stephen J. Guy and Ioannis Karamouzas 16 Hierarchical Architecture for Group Navigation Behaviors 173 Clodéric Mars and Jérémy Chanut 17 Dynamic Obstacle Navigation in Fuse 189 Jan Müller 18 Steering against Complex Vehicles in Assassin’s Creed Syndicate 199 Eric Martel 19 Predictive Animation Control Using Simulations and Fitted Models 211 Ingimar Hólm Guðmundsson, Hendrik Skubch, Fabien Gravot, and Youichiro Miyake 20 Fast Cars, Big City: The AI of Driver San Francisco 223 Chris Jenner and Sergio Ocio Barriales 21 A Unified Theory of Locomotion 239 Graham Pentheny 22 RVO and ORCA: How They Really Work 245 Ben Sunshine-Hill vi Contents 23 Optimization for Smooth Paths 257 Mark Langerak 24 3D Flight Navigation Using Sparse Voxel Octrees 273 Daniel Brewer 25 Faster A* with Goal Bounding 283 Steve Rabin and Nathan R. Sturtevant 26 Faster Dijkstra Search on Uniform Cost Grids 291 Nathan R. Sturtevant and Steve Rabin Contents vii About the Editor Steve Rabin has been a key figure in the game AI community for more than a decade and is currently a principal software engineer at Nintendo Technology Development. After initially working as an AI engineer at several Seattle startups, he managed and edited seven game AI books in the “Game AI Pro” series and the “AI Game Programming Wisdom” series. He also edited the book Introduction to Game Development and has more than two dozen articles published in the “Game Programming Gems” series. He has been an invited keynote speaker at several AI conferences, founded the AI Game Programmers Guild in 2008, and founded the GDC AI Summit where he has been a summit adviser since 2009. Steve is a principal lecturer at the DigiPen Institute of Technology, Redmond, Washington, where he has taught game AI since 2006. He earned a BS in computer engineering and an MS in computer science, both at the University of Washington, Seattle, Washington. ix

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