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Table of Contents Book Description Instructor Resources

1st Edition


GAME AI UNCOVERED VOLUME TWO

Edited By Paul Roberts Copyright 2024

   
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ISBN 9781032343174
226 Pages 86 B/W Illustrations
Published June 4, 2024 by CRC Press
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DESCRIPTION

Game AI Uncovered: Volume Two continues the series with the collected wisdom,
ideas, tricks and cutting‑edge techniques from 22 of the top game AI
professionals and researchers from around the world.



The techniques discussed in these pages cover the underlying development of a
wide array of published titles, including The Survivalists, Wheelman, Plants vs.
Zombies: Battle for Neighborville, Dead Space, Zombie Army 4, Evil Genius 2,
Sniper Elite 5, Sonic & All‑Stars Racing Transformed, DiRT: Showdown, and more.



Contained within this volume are overviews and insights covering a host of
different areas within game AI, including generalised planners, player
imitation, awareness, dynamic behaviour trees, decision‑making architectures,
agent learning for automated playthroughs, utility systems, machine learning for
cinematography, directed acyclic graphs, environment steering, difficulty
scenarios, environmental cues through voxels, automated testing approaches,
dumbing down your AI, synchronized path following, and much more.



Beginners to the area of game AI, along with professional developers, will find
a wealth of knowledge that will not only help in the development of your own
games but also spark ideas for new approaches.



This volume includes chapters written by Nuno Vicente Barreto, Steve Bilton,
Andy Brown, Dr Allan Bruce, Richard Bull, Phil Carlisle, Sarah Cook, Michele
Condò, Steven Dalton, Rodolfo Fava, Jonas Gillberg, Dominik Gotojuch, Dale
Green, Tobias Karlsson, Jonathan Keslake, Fernando Penousal Machado, Ivan
Mateev, Dr Nic Melder, Dr Bram Ridder, Paul Roberts, Licínio Roque, and Andrea
Schiel.




TABLE OF CONTENTS

1. Low Bandwidth, Synchronised Path Following in Team17’s The Survivalists.

Steven Dalton



2. Going Stateless: An Evolution of Behaviour Trees in Team17’s The Survivalists
and Beyond.

Steven Dalton



3. Monkey Business: NPC Player Imitation in Team17’s The Survivalists.

Steven Dalton



4. Dynamic Behaviour Trees: Building for Scalability.

Jonathan Keslake



5. Building a Buddy: Choosing the Right Brain.

Dale Green



6. Making Up Your AI’s Mind: Decision-Making Architectures.

Tobias Karlsson



7. High Speed Vehicle Driving in Wheelman.

Dr Allan Bruce



8. AI Awareness in Sports Games.

Paul Roberts



9. Crafting the Illusion: Difficulty Scenarios.

Paul Roberts



10. Towards Controlled Design of Learning Agents for Automated Video Game
Playing.

Dominik Gotojuch



11. Utility Systems for High-Level Group Management.

Steve Bilton



12. Machine Learning Based Automated Cinematography for Games.

Phil Carlisle



13. Directed Acyclic Graphs for Fun and Profit.

Ivan Mateev



14. Navigating Broken Data.

Jonas Gillberg



15. Environment Steering.

Rodolfo Fava



16. Using Voxels for Environmental Cues.

Richard Bull



17. The Creature Believability Scale.

Nuno Vicente Barreto, Fernando Penousal Machado & Licínio Roque



18. Automated Testing Using AI Planning.

Dr Bram Ridder



19. Dumbing Down AI - The Art of Making Intelligence Stupid.

Sarah Cook



20. Race Director.

Andy Brown



21. SB-GOAP: Self-Balanced Goal Oriented Action Planner.

Michele Condò



22. Generalised AI Planners.

Andrea Schiel



23. Unleashing Mayhem: The Demolition Derby Game Modes of DiRT: Showdown.

Dr Nic Melder



 

 


EDITOR(S)


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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