Game AI uncovered. volume three / edited by Paul Roberts ; illustrated by Nicholas Dent.

Contributor(s): Roberts, Paul (Game programmer) [editor.] | Dent, Necholas (Illustrator) [illustrator.]
Language: English Publisher: Boca Raton, FL : CRC Press., 2025Edition: First editionDescription: xiv, 2025 pages : illustrations ; 23 cmContent type: text Media type: unmediated Carrier type: volumeISBN: 9781032532561Other title: Game artificial intelligence uncoveredSubject(s): Video games -- Design | Artificial intelligenceDDC classification: 794.8163
Contents:
Chapter 1 The Vehicle AI of Watch Dogs: Legion: Building a Unified Vehicle AI System for Traffic and High‑Speed Chases Dr Nic Melder Chapter 2 Navigating through a Traffic Intersection: How to Avoid Traffic Chaos When Jumping a Red Light Dr Nic Melder 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 Dr Nic Melder Chapter 4 Implementing a Simple 3D Waypoint Grid for Efficient Pathfinding in Eve: Valkyrie Dr Allan Bruce Chapter 5 N‑Gram for Any Direction Prediction in VR Michele Condò Chapter 6 Creating Characters Using Components John Reynolds Chapter 7 Making AI Play Ball: Building and Testing Football AI Anubha Banerjee and Greg Irwin Chapter 8 Tactical Positioning in the Game of Football Anubha Banerjee and Greg Irwin Chapter 9 Automated Testing for All Developers: How Easy Access Can Make Your Dev Process More Efficient Matthias Siemonsmeier Chapter 10 Abstract Pattern Matching for Strategic Play Richard Bull Chapter 11 Animation‑Driven Behaviour Johan Holthausen Chapter 12 JP‑DRS: Jump‑Point Directed Recursion Search Paul Roberts Chapter 13 Machine Learning for Games at Scale Phil Carlisle Chapter 14 Behaviour Engine and Language: A Heterogeneous State Machine System Eric S. Le Saux Chapter 15 AI Spawning Fundamentals: A General Guide to Spawning AI Agents in Games Bruno Rebaque Chapter 16 Character Utility Behaviour Graph David Wooldridge Chapter 17 Quarterback AI Paul Roberts Chapter 18 Touchdown! AI Scenarios within American Football Paul Roberts Chapter 19 Creature Navigation in the Air and on the Ground Jason Lok Heng Chin Chapter 20 Debug – Identifying and Presenting Useful Information Dale Green Chapter 21 Not All AIs Are Made the Same Tobias Karlsson Chapter 22 Simulation of Social Norms in City of Gangsters Robert Zubek
Summary: 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. 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. 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. 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.-- Provided by publisher.
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794.8163 G145 2025 (Browse shelf) Available CITU-CL-56113
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Includes bibliographical references and index.

Chapter 1 The Vehicle AI of Watch Dogs: Legion: Building a Unified Vehicle AI System for Traffic and High‑Speed Chases

Dr Nic Melder

Chapter 2 Navigating through a Traffic Intersection: How to Avoid Traffic Chaos When Jumping a Red Light

Dr Nic Melder

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

Dr Nic Melder

Chapter 4 Implementing a Simple 3D Waypoint Grid for Efficient Pathfinding in Eve: Valkyrie

Dr Allan Bruce

Chapter 5 N‑Gram for Any Direction Prediction in VR

Michele Condò

Chapter 6 Creating Characters Using Components

John Reynolds

Chapter 7 Making AI Play Ball: Building and Testing Football AI

Anubha Banerjee and Greg Irwin

Chapter 8 Tactical Positioning in the Game of Football

Anubha Banerjee and Greg Irwin

Chapter 9 Automated Testing for All Developers: How Easy Access Can Make Your Dev Process More Efficient

Matthias Siemonsmeier

Chapter 10 Abstract Pattern Matching for Strategic Play

Richard Bull

Chapter 11 Animation‑Driven Behaviour

Johan Holthausen

Chapter 12 JP‑DRS: Jump‑Point Directed Recursion Search

Paul Roberts

Chapter 13 Machine Learning for Games at Scale

Phil Carlisle

Chapter 14 Behaviour Engine and Language: A Heterogeneous State Machine System

Eric S. Le Saux

Chapter 15 AI Spawning Fundamentals: A General Guide to Spawning AI Agents in Games

Bruno Rebaque

Chapter 16 Character Utility Behaviour Graph

David Wooldridge

Chapter 17 Quarterback AI

Paul Roberts

Chapter 18 Touchdown! AI Scenarios within American Football

Paul Roberts

Chapter 19 Creature Navigation in the Air and on the Ground

Jason Lok Heng Chin

Chapter 20 Debug – Identifying and Presenting Useful Information

Dale Green

Chapter 21 Not All AIs Are Made the Same

Tobias Karlsson

Chapter 22 Simulation of Social Norms in City of Gangsters

Robert Zubek

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.

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.

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.

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.-- Provided by publisher.

Biography

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.

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