{"id":108359,"date":"2020-01-30T20:42:49","date_gmt":"2020-01-30T20:42:49","guid":{"rendered":"http:\/\/gamefromscratch.com\/post.aspx?id=ad83268b-dd95-4e02-b33a-0168a191a2cd"},"modified":"2020-01-30T20:42:49","modified_gmt":"2020-01-30T20:42:49","slug":"game-ai-pro-3-now-available-free","status":"publish","type":"post","link":"https:\/\/sickgaming.net\/blog\/2020\/01\/30\/game-ai-pro-3-now-available-free\/","title":{"rendered":"Game AI Pro 3 Now Available Free"},"content":{"rendered":"<p>Steve Rabin, the editor of <a href=\"https:\/\/amzn.to\/318n2tG\">book Game AI Pro 3<\/a> have just released the title completely for free on their website <a href=\"http:\/\/www.gameaipro.com\/\">http:\/\/www.gameaipro.com\/<\/a>.&nbsp; Due to details with their publisher the book rights remain those of CRC Press and cannot be redistributed or hosted anywhere else.&nbsp; Additionally the book is split into multiple chapters, each <img loading=\"lazy\" decoding=\"async\" width=\"380\" height=\"490\" align=\"right\" src=\"https:\/\/www.sickgaming.net\/blog\/wp-content\/uploads\/2020\/01\/game-ai-pro-3-now-available-free.jpg\">available as individual PDF chapters, although merging multiple PDFs is a relatively simple task if preferred.<\/p>\n<p>Links to each chapter:<\/p>\n<blockquote>\n<h4>Section 1: General Wisdom<\/h4>\n<p>1. <a href=\"http:\/\/www.gameaipro.com\/GameAIPro3\/GameAIPro3_Chapter01_The_Illusion_of_Intelligence.pdf\">The Illusion of Intelligence<\/a>, Steve Rabin<br \/>2. <a href=\"http:\/\/www.gameaipro.com\/GameAIPro3\/GameAIPro3_Chapter02_Creating_the_Past_Present_and_Future_with_Random_Walks.pdf\">Creating the Past, Present, and Future with Random Walks<\/a>, John Manslow <a href=\"http:\/\/www.gameaipro.com\/code\/GameAIPro3_Ch02.zip\">demo code<\/a><br \/>3. <a href=\"http:\/\/www.gameaipro.com\/GameAIPro3\/GameAIPro3_Chapter03_Logging_Visualization_in_FINAL_FANTASY_XV.pdf\">Logging Visualization in <i>FINAL FANTASY XV<\/i><\/a>, Matthew W. Johnson, Fabien Gravot, Shintaro Minamino, Ingimar H\u00f3lm Gu\u00f0mundsson, Hendrik Skubch, and Youichiro Miyake<br \/>4. <a href=\"http:\/\/www.gameaipro.com\/GameAIPro3\/GameAIPro3_Chapter04_Player_Perception_of_AI_Opponents.pdf\">What You See Is Not What You Get: Player Perception of AI Opponents<\/a>, Baylor Wetzel and Kyle Anderson<br \/>5. <a href=\"http:\/\/www.gameaipro.com\/GameAIPro3\/GameAIPro3_Chapter05_Six_Factory_System_Tricks_for_Extensibility_and_Library_Reuse.pdf\">Six Factory System Tricks for Extensibility and Library Reuse<\/a>, Kevin Dill<br \/>6. <a href=\"http:\/\/www.gameaipro.com\/GameAIPro3\/GameAIPro3_Chapter06_Debugging_AI_with_Instant_In-Game_Scrubbing.pdf\">Debugging AI with Instant In-Game Scrubbing<\/a>, David Young<br \/>7. <a href=\"http:\/\/www.gameaipro.com\/GameAIPro3\/GameAIPro3_Chapter07_How_to_Build_Robust_AI_for_Your_Game.pdf\">But, It Worked on My Machine! How to Build Robust AI for Your Game<\/a>, Sergio Ocio Barriales<\/p>\n<h4>Section 2: Architecture<\/h4>\n<p>8. <a href=\"http:\/\/www.gameaipro.com\/GameAIPro3\/GameAIPro3_Chapter08_Modular_AI.pdf\">Modular AI<\/a>, Kevin Dill and Christopher Dragert<br \/>9. <a href=\"http:\/\/www.gameaipro.com\/GameAIPro3\/GameAIPro3_Chapter09_Overcoming_Pitfalls_in_Behavior_Tree_Design.pdf\">Overcoming Pitfalls in Behavior Tree Design<\/a>, Anthony Francis<br \/>10. <a href=\"http:\/\/www.gameaipro.com\/GameAIPro3\/GameAIPro3_Chapter10_A_Reactive_AI_Architecture_for_Networked_First-Person_Shooter_Games.pdf\">From Behavior to Animation: A Reactive AI Architecture for Networked First-Person Shooter Games<\/a>, Sumeet Jakatdar<br \/>11. <a href=\"http:\/\/www.gameaipro.com\/GameAIPro3\/GameAIPro3_Chapter11_A_Character_Decision-Making_System_for_FINAL_FANTASY_XV_by_Combining_Behavior_Trees_and_State_Machines.pdf\">A Character Decision-Making System for <i>FINAL FANTASY XV<\/i> by Combining Behavior Trees and State Machines<\/a>, Youichiro Miyake, Youji Shirakami, Kazuya Shimokawa, Kousuke Namiki, Tomoki Komatsu, Joudan Tatsuhiro, Prasert Prasertvithyakarn, and Takanori Yokoyama<br \/>12. <a href=\"http:\/\/www.gameaipro.com\/GameAIPro3\/GameAIPro3_Chapter12_A_Reusable_Light-Weight_Finite-State_Machine.pdf\">A Reusable, Light-Weight Finite-State Machine<\/a>, David \u201cRez\u201d Graham<br \/>13. <a href=\"http:\/\/www.gameaipro.com\/GameAIPro3\/GameAIPro3_Chapter13_Choosing_Effective_Utility-Based_Considerations.pdf\">Choosing Effective Utility-Based Considerations<\/a>, Mike Lewis<br \/>14. <a href=\"http:\/\/www.gameaipro.com\/GameAIPro3\/GameAIPro3_Chapter14_Combining_Scripted_Behavior_with_Game_Tree_Search_for_Stronger_More_Robust_Game_AI.pdf\">Combining Scripted Behavior with Game Tree Search for Stronger, More Robust Game AI<\/a>, Nicolas A. Barriga, Marius Stanescu, and Michael Buro<\/p>\n<h4>Section 3: Movement and Pathfinding<\/h4>\n<p>15. <a href=\"http:\/\/www.gameaipro.com\/GameAIPro3\/GameAIPro3_Chapter15_Steering_against_Complex_Vehicles_in_Assassin%E2%80%99s_Creed_Syndicate.pdf\">Steering against Complex Vehicles in <i>Assassin\u2019s Creed Syndicate<\/i><\/a>, Eric Martel<br \/>16. <a href=\"http:\/\/www.gameaipro.com\/GameAIPro3\/GameAIPro3_Chapter16_Predictive_Animation_Control_Using_Simulations_and_Fitted_Models.pdf\">Predictive Animation Control Using Simulations and Fitted Models<\/a>, Ingimar H\u00f3lm Gu\u00f0mundsson, Hendrik Skubch, Fabien Gravot, and Youichiro Miyake<br \/>17. <a href=\"http:\/\/www.gameaipro.com\/GameAIPro3\/GameAIPro3_Chapter17_The_AI_of_Driver_San_Francisco.pdf\">Fast Cars, Big City: The AI of <i>Driver San Francisco<\/i><\/a>, Chris Jenner and Sergio Ocio Barriales<br \/>18. <a href=\"http:\/\/www.gameaipro.com\/GameAIPro3\/GameAIPro3_Chapter18_A_Unified_Theory_of_Locomotion.pdf\">A Unified Theory of Locomotion<\/a>, Graham Pentheny<br \/>19. <a href=\"http:\/\/www.gameaipro.com\/GameAIPro3\/GameAIPro3_Chapter19_RVO_and_ORCA_How_They_Really_Work.pdf\">RVO and ORCA: How They Really Work<\/a>, Ben Sunshine-Hill<br \/>20. <a href=\"http:\/\/www.gameaipro.com\/GameAIPro3\/GameAIPro3_Chapter20_Optimization_for_Smooth_Paths.pdf\">Optimization for Smooth Paths<\/a>, Mark Langerak <a href=\"http:\/\/www.gameaipro.com\/code\/GameAIPro3_Ch20.zip\">demo code<\/a><br \/>21. <a href=\"http:\/\/www.gameaipro.com\/GameAIPro3\/GameAIPro3_Chapter21_3D_Flight_Navigation_Using_Sparse_Voxel_Octrees.pdf\">3D Flight Navigation Using Sparse Voxel Octrees<\/a>, Daniel Brewer<br \/>22. <a href=\"http:\/\/www.gameaipro.com\/GameAIPro3\/GameAIPro3_Chapter22_Faster_A_Star_with_Goal_Bounding.pdf\">Faster A* with Goal Bounding<\/a>, Steve Rabin and Nathan R. Sturtevant<br \/>23. <a href=\"http:\/\/www.gameaipro.com\/GameAIPro3\/GameAIPro3_Chapter23_Faster_Dijkstra_Search_on_Uniform_Cost_Grids.pdf\">Faster Dijkstra Search on Uniform Cost Grids<\/a>, Steve Rabin and Nathan R. Sturtevant<\/p>\n<h4>Section 4: Tactics and Strategy<\/h4>\n<p>24. <a href=\"http:\/\/www.gameaipro.com\/GameAIPro3\/GameAIPro3_Chapter24_Being_Where_It_Counts_Telling_Paragon_Bots_Where_to_Go.pdf\">Being Where It Counts: Telling Paragon Bots Where to Go<\/a>, Mieszko Zieli\u0144ski<br \/>25. <a href=\"http:\/\/www.gameaipro.com\/GameAIPro3\/GameAIPro3_Chapter25_Combat_Outcome_Prediction_for_Real-Time_Strategy_Games.pdf\">Combat Outcome Prediction for Real-Time Strategy Games<\/a>, Marius Stanescu, Nicolas A. Barriga, and Michael Buro<br \/>26. <a href=\"http:\/\/www.gameaipro.com\/GameAIPro3\/GameAIPro3_Chapter26_Guide_to_Effective_Auto-Generated_Spatial_Queries.pdf\">Guide to Effective Auto-Generated Spatial Queries<\/a>, Eric Johnson<br \/>27. <a href=\"http:\/\/www.gameaipro.com\/GameAIPro3\/GameAIPro3_Chapter27_The_Role_of_Time_in_Spatio-Temporal_Reasoning.pdf\">The Role of Time in Spatio-Temporal Reasoning: Three Examples from Tower Defense<\/a>, Baylor Wetzel and Kyle Anderson<br \/>28. <a href=\"http:\/\/www.gameaipro.com\/GameAIPro3\/GameAIPro3_Chapter28_Pitfalls_and_Solutions_When_Using_Monte_Carlo_Tree_Search_for_Strategy_and_Tactical_Games.pdf\">Pitfalls and Solutions When Using Monte-Carlo Tree Search for Strategy and Tactical Games<\/a>, Gijs-Jan Roelofs<br \/>29. <a href=\"http:\/\/www.gameaipro.com\/GameAIPro3\/GameAIPro3_Chapter29_Petri_Nets_and_AI_Arbitration.pdf\">Petri Nets and AI Arbitration<\/a>, Sergio Ocio Barriales<br \/>30. <a href=\"http:\/\/www.gameaipro.com\/GameAIPro3\/GameAIPro3_Chapter30_Hierarchical_Portfolio_Search_in_Prismata.pdf\">Hierarchical Portfolio Search in <i>Prismata<\/i><\/a>, David Churchill and Michael Buro<\/p>\n<h4>Section 6: Character Behavior<\/h4>\n<p>31. <a href=\"http:\/\/www.gameaipro.com\/GameAIPro3\/GameAIPro3_Chapter31_Behavior_Decision_System_Dragon_Age_Inquisition%E2%80%99s_Utility_Scoring_Architecture.pdf\">Behavior Decision System: <i>Dragon Age Inquisition\u2019s<\/i> Utility Scoring Architecture<\/a>, Sebastian Hanlon and Cody Watts<br \/>32. <a href=\"http:\/\/www.gameaipro.com\/GameAIPro3\/GameAIPro3_Chapter32_Paragon_Bots_A_Bag_of_Tricks.pdf\"><i>Paragon<\/i> Bots: A Bag of Tricks<\/a>, Mieszko Zieli\u0144ski<br \/>33. <a href=\"http:\/\/www.gameaipro.com\/GameAIPro3\/GameAIPro3_Chapter33_Using_Your_Combat_AI_Accuracy_to_Balance_Difficulty.pdf\">Using Your Combat AI Accuracy to Balance Difficulty<\/a>, Sergio Ocio Barriales<br \/>34. <a href=\"http:\/\/www.gameaipro.com\/GameAIPro3\/GameAIPro3_Chapter34_1000_NPCs_at_60_FPS.pdf\">1000 NPCs at 60 FPS<\/a>, Robert Zubek<br \/>35. <a href=\"http:\/\/www.gameaipro.com\/GameAIPro3\/GameAIPro3_Chapter35_Ambient_Interactions_Improving_Believability_by_Leveraging_Rule-Based_AI.pdf\">Ambient Interactions: Improving Believability by Leveraging Rule-Based AI<\/a>, Hendrik Skubch<br \/>36. <a href=\"http:\/\/www.gameaipro.com\/GameAIPro3\/GameAIPro3_Chapter36_Stochastic_Grammars_Not_Just_for_Words.pdf\">Stochastic Grammars: Not Just for Words!<\/a>, Mike Lewis <a href=\"http:\/\/www.gameaipro.com\/code\/GameAIPro3_Ch36.zip\">demo code<\/a><br \/>37. <a href=\"http:\/\/www.gameaipro.com\/GameAIPro3\/GameAIPro3_Chapter37_Simulating_Character_Knowledge_Phenomena_in_Talk_of_the_Town.pdf\">Simulating Character Knowledge Phenomena in <i>Talk of the Town<\/i><\/a>, James Ryan and Michael Mateas<\/p>\n<h4>Section 7: Odds and Ends<\/h4>\n<p>38. <a href=\"http:\/\/www.gameaipro.com\/GameAIPro3\/GameAIPro3_Chapter38_Procedural_Level_and_Story_Generation_Using_Tag-Based_Content_Selection.pdf\">Procedural Level and Story Generation Using Tag-Based Content Selection<\/a>, Jurie Horneman<br \/>39. <a href=\"http:\/\/www.gameaipro.com\/GameAIPro3\/GameAIPro3_Chapter39_Recommendation_Systems_in_Games.pdf\">Recommendation Systems in Games<\/a>, Ben G. Weber<br \/>40. <a href=\"http:\/\/www.gameaipro.com\/GameAIPro3\/GameAIPro3_Chapter40_Vintage_Random_Number_Generators.pdf\">Vintage Random Number Generators<\/a>, \u00c9ric Jacopin <a href=\"http:\/\/www.gameaipro.com\/code\/GameAIPro3_Ch40.zip\">demo code<\/a><br \/>41. <a href=\"http:\/\/www.gameaipro.com\/GameAIPro3\/GameAIPro3_Chapter41_Leveraging_Plausibility_Orderings_to_Achieve_Extremely_Efficient_Data_Compression.pdf\">Leveraging Plausibility Orderings to Achieve Extremely Efficient Data Compression<\/a>, Jeff Rollason<br \/>42. <a href=\"http:\/\/www.gameaipro.com\/GameAIPro3\/GameAIPro3_Chapter42_Building_Custom_Static_Checkers_Using_Declarative_Programming.pdf\">Building Custom Static Checkers Using Declarative Programming<\/a>, Ian Horswill, Robert Zubek, and Matthew Viglione<\/p>\n<\/blockquote>\n<p><a href=\"http:\/\/www.gameaipro.com\/\">On the same page<\/a> you can also download first and second editions of the Game AI book series.&nbsp; Awesome contribution from the editor and all the various others and such a huge wealth of knowledge being shared. <\/p>\n<p class=\"under\"> <span class=\"categories\"><a href=\"https:\/\/www.gamefromscratch.com\/category\/GameDev-News.aspx\">GameDev News<\/a><\/span> <span class=\"tags\"><a href=\"https:\/\/www.gamefromscratch.com\/?tag=\/Book\" rel=\"tag\">Book<\/a><\/span> <\/p>\n<hr>\n<p> &lt;!&#8211;<\/p>\n<p>&#8211;&gt;<\/p>\n","protected":false},"excerpt":{"rendered":"<p>Steve Rabin, the editor of book Game AI Pro 3 have just released the title completely for free on their website http:\/\/www.gameaipro.com\/.&nbsp; Due to details with their publisher the book rights remain those of CRC Press and cannot be redistributed or hosted anywhere else.&nbsp; Additionally the book is split into multiple chapters, each available as [&hellip;]<\/p>\n","protected":false},"author":2,"featured_media":108360,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[71],"tags":[72],"class_list":["post-108359","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-game-development","tag-gamedev-news"],"_links":{"self":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts\/108359","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/comments?post=108359"}],"version-history":[{"count":0,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts\/108359\/revisions"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/media\/108360"}],"wp:attachment":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/media?parent=108359"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/categories?post=108359"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/tags?post=108359"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}