01-31-2020, 05:23 AM
Game AI Pro 3 Now Available Free
<div style="margin: 5px 5% 10px 5%;"><img src="https://www.sickgaming.net/blog/wp-content/uploads/2020/01/game-ai-pro-3-now-available-free.jpg" width="300" height="387" title="" alt="" /></div><div><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>. Due to details with their publisher the book rights remain those of CRC Press and cannot be redistributed or hosted anywhere else. Additionally the book is split into multiple chapters, each <img 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>
<p>Links to each chapter:</p>
<blockquote>
<h4>Section 1: General Wisdom</h4>
<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 Hólm Guðmundsson, 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>
<h4>Section 2: Architecture</h4>
<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 “Rez” 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>
<h4>Section 3: Movement and Pathfinding</h4>
<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’s 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 Hólm Guðmundsson, 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>
<h4>Section 4: Tactics and Strategy</h4>
<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 Zieliński<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>
<h4>Section 6: Character Behavior</h4>
<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’s</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 Zieliński<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>
<h4>Section 7: Odds and Ends</h4>
<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>, Éric 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>
</blockquote>
<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. Awesome contribution from the editor and all the various others and such a huge wealth of knowledge being shared. </p>
<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>
<hr>
<p> <!–</p>
<p>–></p>
</div>
https://www.sickgaming.net/blog/2020/01/...able-free/
<div style="margin: 5px 5% 10px 5%;"><img src="https://www.sickgaming.net/blog/wp-content/uploads/2020/01/game-ai-pro-3-now-available-free.jpg" width="300" height="387" title="" alt="" /></div><div><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>. Due to details with their publisher the book rights remain those of CRC Press and cannot be redistributed or hosted anywhere else. Additionally the book is split into multiple chapters, each <img 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>
<p>Links to each chapter:</p>
<blockquote>
<h4>Section 1: General Wisdom</h4>
<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 Hólm Guðmundsson, 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>
<h4>Section 2: Architecture</h4>
<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 “Rez” 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>
<h4>Section 3: Movement and Pathfinding</h4>
<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’s 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 Hólm Guðmundsson, 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>
<h4>Section 4: Tactics and Strategy</h4>
<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 Zieliński<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>
<h4>Section 6: Character Behavior</h4>
<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’s</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 Zieliński<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>
<h4>Section 7: Odds and Ends</h4>
<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>, Éric 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>
</blockquote>
<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. Awesome contribution from the editor and all the various others and such a huge wealth of knowledge being shared. </p>
<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>
<hr>
<p> <!–</p>
<p>–></p>
</div>
https://www.sickgaming.net/blog/2020/01/...able-free/