Burden of the NPC | The Frustrating Pathfinding AI Behind Gaming's Most Hated Missions. Questo articolo non è disponibile.
Lingua: inglese
Editore: epubli, 2026
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Burden of the NPC | The Frustrating Pathfinding AI Behind Gaming's Most Hated Missions | Riley Hayes | Taschenbuch | Englisch | epubli | EAN 9783565295326 | Verantwortliche Person für die EU: Neopubli GmbH (Imprint: epubli), Köpenicker Str. 154a, 10997 Berlin, produktsicherheit[at]epubli[dot]com | Anbieter: preigu.
Codice articolo 134674886
- Titolo
- Burden of the NPC | The Frustrating Pathfinding AI Behind Gaming's Most Hated Missions
- Autore
- Riley Hayes
- Editore
- epubli
- Anno di pubblicazione
- 2026
- Condizione
- Neu
- Rilegatura
- Taschenbuch
- Lingua
- inglese
- ISBN 10
- 3565295325
- ISBN 13
- 9783565295326
- Peso dell'articolo
- 289 grammi
- Dimensioni
- 6 x 210 x 297 mm
- Cataloghi dei venditori
- Bücher
Every gamer knows the feeling of dread: the mission objective shifts, and suddenly you are forced to protect a fragile, excruciatingly slow non-player character (NPC) as they wander blindly through a warzone. The "escort mission" is universally despised, yet developers have continued to force them into blockbuster games for decades. The Burden of the NPC explores the profound disconnect between ambitious game design and the stark limitations of artificial intelligence. Creating a companion that acts autonomously without ruining the player's agency is a programming nightmare. To prevent the NPC from solving the puzzle for the player, designers must artificially lobotomize them, reducing their walking speed and eliminating their survival instincts, which turns an engaging adventure into a tedious babysitting job. This book dives into the complex math of pathfinding algorithms and navmeshes. It charts the evolution of the escort mission from infuriating retro cliches to modern triumphs like The Last of Us, explaining how developers finally learned to hide the invisible strings. Peer into the code of gaming's greatest annoyance. Understand why teaching a computer to walk beside a human is the hardest problem in game development, and how bad AI completely shatters virtual immersion.
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