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GameAIPro2_Chapter36_Realizing_NPCs_Animation_and_Behavior_Control_for_Believable_Characters.pdf

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From Behavior to Animation: A Reactive AI Architecture for Networked First-Person Shooter Games (Sumeet Jakatdar) 11. A Character Decision-Making System for FINAL FANTASY XV by Combining Behavior Trees and State Machines (Youichiro Miyake, Youji Shirakami, Kazuya Shimokawa, Kousuke Namiki, Tomoki Komatsu, Joudan Tatsuhiro, Prasert Prasertvithyakarn, and Takanori Yokoyama) 12. A Reusable, Light-Weight Finite-State Machine (David “Rez” Graham) 13. Choosing Effective Utility-Based Considerations (Mike Lewis) 14. Combining Scripted Behavior with Game Tree Search for Stronger, More Robust Game AI (Nicolas A. Barriga, Marius Stanescu, and Michael Buro) Read more↗

Size591.54KB
Content typeapplication/pdf
Updated1 year ago
Checked2 weeks ago
Hostwww.gameaipro.com
Keywordsgameaipro2 chapter36 realizing npcs animation and behavior control for believable characters pdf game pro chapter
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