Game AI Uncovered: Volume Five continues the series with another collection of chapters from twenty?three 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 Lords of the Fallen, Assassin's Creed Nexus, Soccer Kids, Luna Abyss, Race Driver: Grid, Speedball, Dirt, Psychonauts 2, F1, and Ara: History Untold.
Contained within this volume are insights that cover a host of different areas within game AI, including long?term planning, AI directors, smart objects, intelligent cover, NPC agitation, utility AI, dynamic enemy behaviour, level?of?detail AI, creating clean navigation data, driver assists, animal behaviours, boss behaviours, recast navigation, utility AI, vector fields, Monte Carlo tree search, and pathfinding. Beginners in the field 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 will spark ideas for new approaches.
This volume includes chapters written by Eric Alzheimer, Dr. Vicky Bloom, Andy Brown, William Chambers, Laurent Couvidou, Philip Dunstan, Matt Eland, Dr. Dominik Gotojuch, David Guzman, Slavomir Krbyla, Carl Viktor Benjamin Lundström, Dr. Nic Melder, David Soler Bartomeu, Sarat Rallabandi, Bruno Rebaque, John Reynolds, Matthew Reynolds, Lisa Ridley, Paul Roberts, Mateo Saldivar, Rafal Tyl, Rebecca Vessal, and James Vickers.
| ISBN: | 9781032840536 |
| Publication date: | 21st May 2026 |
| Author: | Paul Roberts |
| Publisher: | CRC Press |
| Format: | Paperback |
| Pagination: | 276 pages |
| Genres: |
Games development and programming Digital animation The Arts |
Game AI Uncovered: Volume Five continues the series with another collection of chapters from twenty?three 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 Lords of the Fallen, Assassin's Creed Nexus, Soccer Kids, Luna Abyss, Race Driver: Grid, Speedball, Dirt, Psychonauts 2, F1, and Ara: History Untold.
Contained within this volume are insights that cover a host of different areas within game AI, including long?term planning, AI directors, smart objects, intelligent cover, NPC agitation, utility AI, dynamic enemy behaviour, level?of?detail AI, creating clean navigation data, driver assists, animal behaviours, boss behaviours, recast navigation, utility AI, vector fields, Monte Carlo tree search, and pathfinding. Beginners in the field 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 will spark ideas for new approaches.
This volume includes chapters written by Eric Alzheimer, Dr. Vicky Bloom, Andy Brown, William Chambers, Laurent Couvidou, Philip Dunstan, Matt Eland, Dr. Dominik Gotojuch, David Guzman, Slavomir Krbyla, Carl Viktor Benjamin Lundström, Dr. Nic Melder, David Soler Bartomeu, Sarat Rallabandi, Bruno Rebaque, John Reynolds, Matthew Reynolds, Lisa Ridley, Paul Roberts, Mateo Saldivar, Rafal Tyl, Rebecca Vessal, and James Vickers.
Game AI Uncovered. Volume Five features in the following genres: Games development and programming, Digital animation, The Arts
Game AI Uncovered. Volume Five is available in Hardback, Paperback
Game AI Uncovered. Volume Five was written by Paul Roberts and published by CRC Press
Game AI Uncovered. Volume Five has 276 pages
£46.79