Game AI Pro 360: Guide to Movement and Pathfinding / Edition 1

Game AI Pro 360: Guide to Movement and Pathfinding / Edition 1

by Steve Rabin
ISBN-10:
0367151138
ISBN-13:
9780367151133
Pub. Date:
09/25/2019
Publisher:
CRC Press
Game AI Pro 360: Guide to Movement and Pathfinding / Edition 1

Game AI Pro 360: Guide to Movement and Pathfinding / Edition 1

by Steve Rabin
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Overview

Steve Rabin’s Game AI Pro 360: Guide to Movement and Pathfinding gathers all the cutting-edge information from his previous three Game AI Pro volumes into a convenient single source anthology covering movement and pathfinding in game AI. This volume is complete with articles by leading game AI programmers that explore better ways to smooth paths, avoid obstacles, and navigate 3D space with cutting-edge techniques.

Key Features

  • Provides real-life case studies of game AI in published commercial games
  • Material by top developers and researchers in Game AI
  • Downloadable demos and/or source code available online

Product Details

ISBN-13: 9780367151133
Publisher: CRC Press
Publication date: 09/25/2019
Pages: 314
Product dimensions: 7.50(w) x 9.25(h) x (d)

About the Author

Steve Rabin has 15 years at Nintendo of America, 4 years at various game developer start-ups, and 7 years of college teaching experience. He has been the invited keynote speaker at several academic AI conferences, founder and summit advisor for the AI Summit at GDC, GDC speaker, and founder/manager of the AI Game Programmers Guild.

Table of Contents

About the Editor

About the Contributors

Introduction

1 Pathfinding Architecture Optimizations

Steve Rabin and Nathan R. Sturtevant

2 Choosing a Search Space Representation

Nathan R. Sturtevant

3 Creating High-Order Navigation Meshes through Iterative Wavefront Edge Expansions

D. Hunter Hale and G. Michael Youngblood

4 Precomputed Pathfinding for Large and Detailed Worlds on MMO Servers

Fabien Gravot, Takanori Yokoyama, and Youichiro Miyake

5 Techniques for Formation Movement Using Steering Circles

Stephen Bjore

6 Collision Avoidance for Preplanned Locomotion

Bobby Anguelov

7 Crowd Pathfinding and Steering Using Flow Field Tiles

Elijah Emerson

8 Efficient Crowd Simulation for Mobile Games

Graham Pentheny

9 Animation-Driven Locomotion with Locomotion Planning

Jarosław Ciupiński

10 JPS+: An Extreme A* Speed Optimization for Static Uniform Cost Grids

Steve Rabin and Fernando Silva

11 Subgoal Graphs for Fast Optimal Pathfinding

Tansel Uras and Sven Koenig

12 Theta* for Any-Angle Pathfinding

Alex Nash and Sven Koenig

13 Advanced Techniques for Robust, Efficient Crowds

Graham Pentheny

14 Context Steering: Behavior-Driven Steering at the Macro Scale

Andrew Fray

15 Guide to Anticipatory Collision Avoidance

Stephen J. Guy and Ioannis Karamouzas

16 Hierarchical Architecture for Group Navigation Behaviors

Clodéric Mars and Jérémy Chanut

17 Dynamic Obstacle Navigation in Fuse

Jan Müller

18 Steering against Complex Vehicles in Assassin’s Creed Syndicate

Eric Martel

19 Predictive Animation Control Using Simulations and Fitted Models

Ingimar Hólm Gudmundsson, Hendrik Skubch, Fabien Gravot, and Youichiro Miyake

20 Fast Cars, Big City: The AI of Driver San Francisco

Chris Jenner and Sergio Ocio Barriales

21 A Unified Theory of Locomotion

Graham Pentheny

22 RVO and ORCA: How They Really Work

Ben Sunshine-Hill

23 Optimization for Smooth Paths

Mark Langerak

24 3D Flight Navigation Using Sparse Voxel Octrees

Daniel Brewer

25 Faster A* with Goal Bounding

Steve Rabin and Nathan R. Sturtevant

26 Faster Dijkstra Search on Uniform Cost Grids

Nathan R. Sturtevant and Steve Rabin

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