Easy to understand! Our goal was to create the most understandable book on game AI in Japan. This book was started by the staff involved in AI development at Square Enix, who wanted to "make it as easy as possible for people to understand game AI."
The first half of each chapter is written so that anyone can understand. The latter half of each chapter is highly specialized and well-read."
Yoichiro Miyake (Chief Author)
Recommendation Comments
"The resonance between Japanese hospitality and game AI!"
Toru Iwatani (Game Creator/Father of Game AI)
"This is a practical AI textbook for the coming Metaverse era."
Satoshi Kurihara (Artificial Intelligence Researcher/Professor, Faculty of Science and Technology, Keio University)
"Games are packed with everything AI. You will find great inspiration in theory and practice."
Daito Manabe (Artist, DJ, Programmer)
Table of Contents
■PART 1: Game AI
Defining Characters
Navigation Mesh
Path Planning, Steering, and Avoidance
Extending Navi Meshes
3D Navigation
Planning-Based Decision-Making Systems
Character AI and Animation
■PART 2: Character Interactions
A Journey Through Emotional AI: Does AI Actually Feel Emotions? Natural Language Processing
■PART 3: Meta-AI
"Emotionally Inducing" Meta-AI
Meta-AI in Shooting Games
Meta-AI in Table Tennis Robots
Evaluating the Effectiveness of Meta-AI
Meta-AI and Game UX
The Outlook for Meta-AI
■PART 4: Deep Learning
Style Transfer
Automated Lip-Sync Animation Using Machine Learning
Generating Character Animation Using Deep Learning
■PART 5: Automating Quality Assurance with AI
Using Game AI in QA
Backend Systems
Bug Classification and Data Analysis
■Roundtable Discussion
TALK 1: Young Members - New Game Possibilities Born from the AI Department
TALK 2: Section Leaders - Researchers' Visions of the Future of Games x AI