| 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 |