Game AI Uncovered Focus
Navigation
Paul Roberts(Editor)
CRC Press
1st Edition
Will be published approx. on 15. January 2027
Book
Hardback
240 pages
978-1-041-30717-4 (ISBN)
Description
Paul Roberts' Game AI Uncovered Focus: Navigation brings together twenty chapters from the first five volumes of the Game AI Uncovered series into a handy single volume that focuses on the many different aspects of agent navigation in game development.
The techniques covered in these pages cover the underlying development of a wide array of published titles, including Speedball, Lords of the Fallen, Dishonored, Dishonored 2, Battlefield 2042, Wheelman, Plants vs. Zombies: Battle for Neighborville, The Escapists, The Survivalists, EVE: Valkyrie, Dead Space, amongst others.
Contained within these pages are overviews and insights covering a host of different decision-making techniques, including different approaches to pathfinding, path-following, environment steering, flow fields, 3D navigation, vehicle navigation, creature navigation, nav-mesh usage, tethering, navigating broken data, and how to determine how believable a path is.
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 anthology includes chapters written by Dr Allan Bruce, Andy Brown, Jason Lok Heng Chin, Laurent Couvidou, Steven Dalton, Rodolfo Fava, Jonas Gillberg, Dale Green, Johan Holthausen, Tobias Karlsson, Slavomir Krbyla, Bruno Rebaque, Sarat Rallabandi, Paul Roberts, and Marc Vassallucci.
The techniques covered in these pages cover the underlying development of a wide array of published titles, including Speedball, Lords of the Fallen, Dishonored, Dishonored 2, Battlefield 2042, Wheelman, Plants vs. Zombies: Battle for Neighborville, The Escapists, The Survivalists, EVE: Valkyrie, Dead Space, amongst others.
Contained within these pages are overviews and insights covering a host of different decision-making techniques, including different approaches to pathfinding, path-following, environment steering, flow fields, 3D navigation, vehicle navigation, creature navigation, nav-mesh usage, tethering, navigating broken data, and how to determine how believable a path is.
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 anthology includes chapters written by Dr Allan Bruce, Andy Brown, Jason Lok Heng Chin, Laurent Couvidou, Steven Dalton, Rodolfo Fava, Jonas Gillberg, Dale Green, Johan Holthausen, Tobias Karlsson, Slavomir Krbyla, Bruno Rebaque, Sarat Rallabandi, Paul Roberts, and Marc Vassallucci.
More details
Language
English
Place of publication
London
United Kingdom
Publishing group
Taylor & Francis Ltd
Target group
College/higher education
Professional and scholarly
Professional Practice & Development and Undergraduate Advanced
Illustrations
12 s/w Tabellen, 139 s/w Abbildungen, 19 s/w Photographien bzw. Rasterbilder, 120 s/w Zeichnungen
12 Tables, black and white; 120 Line drawings, black and white; 19 Halftones, black and white; 139 Illustrations, black and white
Dimensions
Height: 234 mm
Width: 156 mm
ISBN-13
978-1-041-30717-4 (9781041307174)
Copyright in bibliographic data is held by Nielsen Book Services Limited or its licensors: all rights reserved.
Schweitzer Classification
Other editions
Additional editions
Book
approx. 01/2027
1st Edition
CRC Press
€84.46
Not yet published
Persons
Paul Roberts is a Senior Lecturer and Course Lead for BSc (Hons) Computer Games Programming at the University of Staffordshire. Prior to this he was Technical Director at his own independent game studio Grinning Cat. He has 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. Paul has a range of published titles including Worms Revolution, Pitfall!, Call of Duty: Strike Team, The Lego Movie: The Video Game, Pixel-8, and Power-Up. Paul has a Master's by Research 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 is currently a PhD candidate exploring believable decision-making based on memories for boxing games. Paul set up the GameAI Discord channel that has brought together hundreds of game AI professionals, where approaches are shared and ideas discussed. He has recently started the GameAIUncovered YouTube channel, which explains how different game AI concepts work, has written several books, some fiction, others academic, and is the editor for this Game AI Uncovered series.
Content
Introduction
1. Applications of Vector Fields in AI - The Navigation System of Speedball
2. Go with the Flow: Flow Fields - Beyond a Single Target
3. Environment Steering
4. Believable Routes: A Pathfinding Acceptability Metric
5. Low-Cost, Mutable Path-Planning Spaces
6. The Corridor Map Method - A Different Approach to Pathfinding
7. JP-DRS: Jump-Point Directed Recursion Search
8. Implementing a Simple 3D Waypoint Grid for Efficient Pathfinding in Eve: Valkyrie
9. Creature Navigation in the Air and on the Ground
10. Beyond Basic Pathfinding: Natural NPC Movement
11. Fluid Movement
12. AI Under Lockdown: Various Approaches to NPC Tethering
13. Low Bandwidth, Synchronised Path Following in Team17's The Survivalists
14. Handling Navigation in Lords of the Fallen for Multiple Enemy Sizes
15. High Speed Vehicle Driving in Wheelman
16. Recast Navigation
17. Auto Generating Navigation Link Data
18. Using Nav-Mesh Flood Fill to Speed Up Environment Querying
19. Creating Clean Navigation Data in Lords of the Fallen
20. Navigating Broken Data
1. Applications of Vector Fields in AI - The Navigation System of Speedball
2. Go with the Flow: Flow Fields - Beyond a Single Target
3. Environment Steering
4. Believable Routes: A Pathfinding Acceptability Metric
5. Low-Cost, Mutable Path-Planning Spaces
6. The Corridor Map Method - A Different Approach to Pathfinding
7. JP-DRS: Jump-Point Directed Recursion Search
8. Implementing a Simple 3D Waypoint Grid for Efficient Pathfinding in Eve: Valkyrie
9. Creature Navigation in the Air and on the Ground
10. Beyond Basic Pathfinding: Natural NPC Movement
11. Fluid Movement
12. AI Under Lockdown: Various Approaches to NPC Tethering
13. Low Bandwidth, Synchronised Path Following in Team17's The Survivalists
14. Handling Navigation in Lords of the Fallen for Multiple Enemy Sizes
15. High Speed Vehicle Driving in Wheelman
16. Recast Navigation
17. Auto Generating Navigation Link Data
18. Using Nav-Mesh Flood Fill to Speed Up Environment Querying
19. Creating Clean Navigation Data in Lords of the Fallen
20. Navigating Broken Data