Game AI uncovered. (Record no. 95787)

000 -LEADER
fixed length control field 05346nam a22003017a 4500
005 - DATE AND TIME OF LATEST TRANSACTION
control field 20260702110753.0
008 - FIXED-LENGTH DATA ELEMENTS--GENERAL INFORMATION
fixed length control field 260626b ||||| |||| 00| 0 eng d
020 ## - INTERNATIONAL STANDARD BOOK NUMBER
International Standard Book Number 9781032532561
041 ## - LANGUAGE CODE
Language code of text/sound track or separate title eng
082 00 - DEWEY DECIMAL CLASSIFICATION NUMBER
Edition number 23
Classification number 794.8163
245 00 - TITLE STATEMENT
Title Game AI uncovered.
Number of part/section of a work volume three /
Statement of responsibility, etc edited by Paul Roberts ; illustrated by Nicholas Dent.
246 #3 - VARYING FORM OF TITLE
Title proper/short title Game artificial intelligence uncovered
250 ## - EDITION STATEMENT
Edition statement First edition.
264 #1 - PUBLICATION, DISTRIBUTION, ETC. (IMPRINT)
Place of publication, distribution, etc Boca Raton, FL :
Name of publisher, distributor, etc CRC Press.,
Date of publication, distribution, etc 2025
300 ## - PHYSICAL DESCRIPTION
Extent xiv, 2025 pages :
Other physical details illustrations ;
Dimensions 23 cm
336 ## - CONTENT TYPE
Source rdacontent
Content type term text
Content type code txt
337 ## - MEDIA TYPE
Source rdamedia
Media type term unmediated
Media type code n
338 ## - CARRIER TYPE
Source rdacarrier
Carrier type term volume
Carrier type code nc
504 ## - BIBLIOGRAPHY, ETC. NOTE
Bibliography, etc Includes bibliographical references and index.
505 0# - CONTENTS
Formatted contents note Chapter 1 The Vehicle AI of Watch Dogs: Legion: Building a Unified Vehicle AI System for Traffic and High‑Speed Chases<br/><br/>Dr Nic Melder<br/><br/>Chapter 2 Navigating through a Traffic Intersection: How to Avoid Traffic Chaos When Jumping a Red Light<br/><br/>Dr Nic Melder<br/><br/>Chapter 3 Building the Tools for Building a City: Semi‑Procedural Tools for the Creation of the City Road Network System of Watch Dogs: Legion<br/><br/>Dr Nic Melder<br/><br/>Chapter 4 Implementing a Simple 3D Waypoint Grid for Efficient Pathfinding in Eve: Valkyrie<br/><br/>Dr Allan Bruce<br/><br/>Chapter 5 N‑Gram for Any Direction Prediction in VR<br/><br/>Michele Condò<br/><br/>Chapter 6 Creating Characters Using Components<br/><br/>John Reynolds<br/><br/>Chapter 7 Making AI Play Ball: Building and Testing Football AI<br/><br/>Anubha Banerjee and Greg Irwin<br/><br/>Chapter 8 Tactical Positioning in the Game of Football<br/><br/>Anubha Banerjee and Greg Irwin<br/><br/>Chapter 9 Automated Testing for All Developers: How Easy Access Can Make Your Dev Process More Efficient<br/><br/>Matthias Siemonsmeier<br/><br/>Chapter 10 Abstract Pattern Matching for Strategic Play<br/><br/>Richard Bull<br/><br/>Chapter 11 Animation‑Driven Behaviour<br/><br/>Johan Holthausen<br/><br/>Chapter 12 JP‑DRS: Jump‑Point Directed Recursion Search<br/><br/>Paul Roberts<br/><br/>Chapter 13 Machine Learning for Games at Scale<br/><br/>Phil Carlisle<br/><br/>Chapter 14 Behaviour Engine and Language: A Heterogeneous State Machine System<br/><br/>Eric S. Le Saux<br/><br/>Chapter 15 AI Spawning Fundamentals: A General Guide to Spawning AI Agents in Games<br/><br/>Bruno Rebaque<br/><br/>Chapter 16 Character Utility Behaviour Graph<br/><br/>David Wooldridge<br/><br/>Chapter 17 Quarterback AI<br/><br/>Paul Roberts<br/><br/>Chapter 18 Touchdown! AI Scenarios within American Football<br/><br/>Paul Roberts<br/><br/>Chapter 19 Creature Navigation in the Air and on the Ground<br/><br/>Jason Lok Heng Chin<br/><br/>Chapter 20 Debug – Identifying and Presenting Useful Information<br/><br/>Dale Green<br/><br/>Chapter 21 Not All AIs Are Made the Same<br/><br/>Tobias Karlsson<br/><br/>Chapter 22 Simulation of Social Norms in City of Gangsters<br/><br/>Robert Zubek
520 ## - SUMMARY, ETC.
Summary, etc Game AI Uncovered: Volume Three continues the series with another collection of chapters from 18 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.<br/><br/>The techniques discussed in these pages cover the underlying development of a wide array of published titles, including Watch Dogs: Legion, City of Gangsters, Eve: Valkyrie, Firefall, The Persistence, Advance Soccer, Alpha Beta Gunner, and Luna Abyss.<br/><br/>Contained within this volume are insights that cover a host of different areas within game AI, including vehicle AI, simulating social norms, AI spawning fundamentals, pathfinding, creation of characters using components, animation‑driven behaviour, tactical positioning in football, automated testing, abstract pattern matching, and machine learning for games.<br/><br/>Beginners in 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 also spark ideas for new approaches.--
Assigning source Provided by publisher.
545 0# - BIOGRAPHICAL OR HISTORICAL DATA
Biographical or historical note Biography<br/><br/>Paul Roberts is the technical director of the independent game studio Grinning Cat. Prior to this he worked in a variety of Principal / Lead AI Programmer roles for a range of studios in the UK including Sumo Digital, Team17, Traveller’s Tales, Activision, and some smaller indie studios. For several years Paul also led the Games Programming department at Staffordshire University, where he taught Game AI and programming principles. He has a Master’s degree in Computer Science with Artificial Intelligence, which focused on pathfinding, the development of the DRS algorithm and ways to test the believability of generated paths. Paul has written a number of books, some fiction, others academic, the latest of which is ‘Artificial Intelligence in Games’ published by CRC Press in 2022 and is also the editor for this Game AI Uncovered series.
650 #0 - SUBJECT ADDED ENTRY--TOPICAL TERM
Topical term or geographic name as entry element Video games
General subdivision Design.
Authority record control number http://id.loc.gov/authorities/subjects/sh2006004108
650 #0 - SUBJECT ADDED ENTRY--TOPICAL TERM
Topical term or geographic name as entry element Artificial intelligence.
Authority record control number http://id.loc.gov/authorities/subjects/sh85008180
700 1# - ADDED ENTRY--PERSONAL NAME
Personal name Roberts, Paul
Titles and other words associated with a name (Game programmer)
Relator term editor.
Relator code http://id.loc.gov/vocabulary/relators/edt
Authority record control number http://id.loc.gov/authorities/names/no2022042759
Real World Object URI (R) http://id.loc.gov/rwo/agents/no2022042759
700 1# - ADDED ENTRY--PERSONAL NAME
Personal name Dent, Necholas
Titles and other words associated with a name (Illustrator)
Relator term illustrator.
Relator code http://id.loc.gov/vocabulary/relators/ill
Authority record control number http://id.loc.gov/authorities/names/no2022042758
Real World Object URI (R) http://id.loc.gov/rwo/agents/no2022042758
942 ## - ADDED ENTRY ELEMENTS
Source of classification or shelving scheme
Item type BOOK
Holdings
Withdrawn status Lost status Source of classification or shelving scheme Damaged status Not for loan Permanent Location Current Location Shelving location Date acquired Source of acquisition Cost, normal purchase price Inventory number Full call number Barcode Date last seen Price effective from Item type
          COLLEGE LIBRARY COLLEGE LIBRARY SUBJECT REFERENCE 2026-05-16 ALBASA 6285.00 56113 794.8163 G145 2025 CITU-CL-56113 2026-06-26 2026-06-26 BOOK

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