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Game AI Pro 3 Now Available Free

#1
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>.&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 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.&nbsp; 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> &lt;!–</p>
<p>–&gt;</p>
</div>


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