Steve Rabin
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Steve Rabin is an American
software engineer Software engineering is a branch of both computer science and engineering focused on designing, developing, testing, and maintaining software applications. It involves applying engineering principles and computer programming expertise to develop ...
, college instructor, and
editor Editing is the process of selecting and preparing written, visual, audible, or cinematic material used by a person or an entity to convey a message or information. The editing process can involve correction, condensation, organization, a ...
/
author In legal discourse, an author is the creator of an original work that has been published, whether that work exists in written, graphic, visual, or recorded form. The act of creating such a work is referred to as authorship. Therefore, a sculpt ...
who specializes in the field of video game artificial intelligence. He is best known as the chief editor of the ''AI Game Programming Wisdom'' series of books and as an author in the ''Game Programming Gems'' series of books. Rabin is currently a principal software engineer at Nintendo of America and an instructor at both the DigiPen Institute of Technology and the University of Washington Extension.


''AI Game Programming Wisdom'' series

Rabin has had a significant impact on the field of
game AI In video games, artificial intelligence (AI) is used to generate responsive, adaptive or intelligent behaviors primarily in non-playable characters (NPCs) similar to human-like intelligence. Artificial intelligence has been an integral part ...
by driving the ''AI Game Programming Wisdom'' series. With 246 articles from industry experts contained in the four volumes, this source of information on techniques and algorithms from commercial games has dwarfed other sources of
game AI In video games, artificial intelligence (AI) is used to generate responsive, adaptive or intelligent behaviors primarily in non-playable characters (NPCs) similar to human-like intelligence. Artificial intelligence has been an integral part ...
information, such as the
Game Developers Conference The Game Developers Conference (GDC) is an annual conference for video game developers. The event includes an expo, networking events, and awards shows like the Game Developers Choice Award for Game of the Year, Game Developers Choice Awards and ...
which typically features fewer than half a dozen
game AI In video games, artificial intelligence (AI) is used to generate responsive, adaptive or intelligent behaviors primarily in non-playable characters (NPCs) similar to human-like intelligence. Artificial intelligence has been an integral part ...
presentations each year. As such, this has allowed implementation details about a great deal of groundbreaking AI to be widely known, such as empathy learning in ''Black & White'' by Richard Evans,
planning Planning is the process of thinking regarding the activities required to achieve a desired goal. Planning is based on foresight, the fundamental capacity for mental time travel. Some researchers regard the evolution of forethought - the cap ...
in ''
F.E.A.R. ''F.E.A.R.'' is a first-person shooter Horror game#Psychological horror, psychological horror video game series created by Craig Hubbard in 2005. Released on Microsoft Windows, Windows, PlayStation 3, and Xbox 360, there are three main games i ...
'' by Jeff Orkin, and agent reputation systems in
Fable Fable is a literary genre defined as a succinct fictional story, in prose or verse, that features animals, legendary creatures, plants, inanimate objects, or forces of nature that are anthropomorphized, and that illustrates or leads to a parti ...
by Adam Russell. By leading the effort to publish commercial
game AI In video games, artificial intelligence (AI) is used to generate responsive, adaptive or intelligent behaviors primarily in non-playable characters (NPCs) similar to human-like intelligence. Artificial intelligence has been an integral part ...
techniques, Rabin has become a top figure in the field of
game AI In video games, artificial intelligence (AI) is used to generate responsive, adaptive or intelligent behaviors primarily in non-playable characters (NPCs) similar to human-like intelligence. Artificial intelligence has been an integral part ...
.


Game credits

* '' HyperBlade'' (1996), AI programmer * '' Microsoft Baseball 3D 1998 Edition'' (1998), AI programmer * '' Dungeon Siege'' (2002), AI programmer


References

{{DEFAULTSORT:Rabin, Steve American video game programmers Living people Year of birth missing (living people)