1st Edition

Game AI Uncovered Volume Three

Edited By Paul Roberts Copyright 2025
    246 Pages 104 B/W Illustrations
    by CRC Press

    246 Pages 104 B/W Illustrations
    by CRC Press

    Game AI Uncovered: Volume Three continues the series with another collection of chapters from 18 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 Watch Dogs: Legion, City of Gangsters, Eve: Valkyrie, Firefall, The Persistence, Advance Soccer, Alpha Beta Gunner, and Luna Abyss.

    Contained within this volume are insights that cover a host of different areas within game AI, including vehicle AI, simulating social norms, AI spawning fundamentals, pathfinding, creation of characters using components, animation‑driven behaviour, tactical positioning in football, automated testing, abstract pattern matching, and machine learning for games.

    Beginners in the area 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 also spark ideas for new approaches.

    This volume includes chapters written by Dr Allan Bruce, Anubha Banerjee, Bruno Rebaque, Dale Green, David Wooldridge, Eric S. Le Saux, Greg Irwin, Jason Lok Heng Chin, Johan Holthausen, John Reynolds, Mathias Siemonsmeier, Michele Condò, Dr Nic Melder, Paul Roberts, Phil Carlisle, Richard Bull, Robert Zubek, and Tobias Karlsson.

    Chapter 1 The Vehicle AI of Watch Dogs: Legion: Building a Unified Vehicle AI System for Traffic and High‑Speed Chases

    Dr Nic Melder

    Chapter 2 Navigating through a Traffic Intersection: How to Avoid Traffic Chaos When Jumping a Red Light

    Dr Nic Melder

    Chapter 3 Building the Tools for Building a City: Semi‑Procedural Tools for the Creation of the City Road Network System of Watch Dogs: Legion

    Dr Nic Melder

    Chapter 4 Implementing a Simple 3D Waypoint Grid for Efficient Pathfinding in Eve: Valkyrie

    Dr Allan Bruce

    Chapter 5 N‑Gram for Any Direction Prediction in VR

    Michele Condò

    Chapter 6 Creating Characters Using Components

    John Reynolds

    Chapter 7 Making AI Play Ball: Building and Testing Football AI

    Anubha Banerjee and Greg Irwin

    Chapter 8 Tactical Positioning in the Game of Football

    Anubha Banerjee and Greg Irwin

    Chapter 9 Automated Testing for All Developers: How Easy Access Can Make Your Dev Process More Efficient

    Matthias Siemonsmeier

    Chapter 10 Abstract Pattern Matching for Strategic Play

    Richard Bull

    Chapter 11 Animation‑Driven Behaviour

    Johan Holthausen

    Chapter 12 JP‑DRS: Jump‑Point Directed Recursion Search

    Paul Roberts

    Chapter 13 Machine Learning for Games at Scale

    Phil Carlisle

    Chapter 14 Behaviour Engine and Language: A Heterogeneous State Machine System

    Eric S. Le Saux

    Chapter 15 AI Spawning Fundamentals: A General Guide to Spawning AI Agents in Games

    Bruno Rebaque

    Chapter 16 Character Utility Behaviour Graph

    David Wooldridge

    Chapter 17 Quarterback AI

    Paul Roberts

    Chapter 18 Touchdown! AI Scenarios within American Football

    Paul Roberts

    Chapter 19 Creature Navigation in the Air and on the Ground

    Jason Lok Heng Chin

    Chapter 20 Debug – Identifying and Presenting Useful Information

    Dale Green

    Chapter 21 Not All AIs Are Made the Same

    Tobias Karlsson

    Chapter 22 Simulation of Social Norms in City of Gangsters

    Robert Zubek

    Biography

    Paul Roberts is the technical director of the independent game studio Grinning Cat. Prior to this he 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. For several years Paul also led the Games Programming department at Staffordshire University, where he taught Game AI and programming principles. He has a Master’s degree 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 has written a number of books, some fiction, others academic, the latest of which is ‘Artificial Intelligence in Games’ published by CRC Press in 2022 and is also the editor for this Game AI Uncovered series.