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All Articles
Book: Game AI Pro
Game AI Pro 2013
(48 articles)

Book: AI Game Programming Wisdom
AI Game Programming Wisdom
(71 articles)

Book: AI Game Programming Wisdom 2
AI Game Programming Wisdom 2
(67 articles)

Book: AI Game Programming Wisdom 3
AI Game Programming Wisdom 3
(53 articles)

Book: AI Game Programming Wisdom 4
AI Game Programming Wisdom 4
(53 articles)

AI Summit 2009
AI Summit GDC 2009
GPU Gems
(42 articles)

GPU Gems 2
(48 articles)

GPU Gems 3
(41 articles)

(67 articles)

(61 articles)

(47 articles)

(46 articles)

(48 articles)

(44 articles)

(47 articles)

(24 articles)

GPU Pro 2
(24 articles)

GPU Pro 3
(21 articles)

Book: Massively Multiplayer Game Development
Massively Multiplayer Game Development
Book: Massively Multiplayer Game Development 2
Massively Multiplayer Game Development 2
Book: Secrets of the Game Business
Secrets of the Game Business
Book: Game Programming Gems
Game Programming Gems
(68 articles)

Book: Game Programming Gems 2
Game Programming Gems 2
(70 articles)

Book: Game Programming Gems 3
Game Programming Gems 3
(67 articles)

Book: Game Programming Gems 4
Game Programming Gems 4
(62 articles)

Book: Game Programming Gems 5
Game Programming Gems 5
(62 articles)

Book: Game Programming Gems 6
Game Programming Gems 6
(52 articles)

Book: Game Programming Gems 7
Game Programming Gems 7
(48 articles)

Book: Introduction to Game Development
Introduction to Game Development
Game Developer Conference
GDC Proceedings
Game Developer Magazine
Game Developer Magazine

386 Game AI Programming Articles and Counting...

We help you find expert articles on commercial game AI development and other game programming topics.
Since many of these articles are published in books, this is the only site that helps you find them.

Steve Rabin Thanks,
Steve Rabin
Principal Software Engineer, Nintendo of America Inc.
Instructor, DigiPen Institute of Technology

© 2014 Steve Rabin


Call For Proposals:
Game AI Pro 2: Collected Wisdom of Game AI Professionals
(deadline April 7th, 2014)

There is going to be a new Game AI Pro book and you can be a part of it! With the first Game AI Pro book, I (Steve Rabin) hatched a plan that just might be crazy enough to work... I wanted to make an AI Wisdom book that would one day be FREE, yet have a professional book publisher perform their magic and produce a real physical book that will appear in bookstores, thus being a trophy and resume piece for each author.

Here's the bargain: Everyone involved (authors and editors) receives NO ROYALTIES (book royalties have always been very low and each author was lucky to a get $36 check every now and then). Well, no royalties is great for the book publisher, but what do the authors get in return?

Here's what I negotiated: After TWO YEARS, the entire book will be put on the web for FREE, FOREVER. Instead of reaching an audience of just 1500 to 3000 (the number of books typically printed), the articles will be available to be read, used, and referenced by 10,000 to 100,000 people over the next 10, 20, 50, 100 years. Articles in this new book will be extremely important and will have an impact for many, many years to come. YOU WANT TO BE A PART OF THIS BOOK!

Book publisher CRC Press and editor Steve Rabin are looking for game developers to share their wisdom in this brand new volume. Anything that an AI game programmer would typically deal with is fair game, including pathfinding, animation control, scripting, terrain analysis, learning, and various decision-making techniques. Selected authors will have several months to write and receive 3 free books. Proposals for 5-20 page articles are now being accepted until April 7th.

This is a huge opportunity, so don't pass it up! Even if you've never written anything before, you can help make a difference by sharing your wisdom!

Click here for full details on how to contribute to the new book!

Game AI Pro!!!

A brand new 600 page book with 48 articles by 54 authors just came out last year! Check out the full list of articles at gameaipro.com. Be sure to get it on Amazon for $56.15 instead of the full price at $80!

Full Article List

Order the Book (30% off)

Highlights from the book:

  • Utility Theory (David Graham, Maxis / The Sims series)
  • Reactivity and Deliberation (Carle Ct? Eidos / Thief 4)
  • AI Level-of-Detail (Ben Sunshine-Hill, Havok)
  • Scripting and AI (Mike Lewis, ArenaNet / Guild Wars 2)
  • MMO Pathfinding (Gravot et al, Square Enix / FF XIV)
  • Perception (Rich Welsh, Crytek / Crysis series)
  • Bots in Killzone 3 (Straatman et al, Guerrilla / Killzone 3)
  • Collision Avoidance (Bobby Anguelov, IO / Hitman series)
  • Agent Threat Response (Michael Robbins, Gas Powered / Supreme Commander 2)

  • News

    ALERT: AI Game Programming Wisdom series is going OUT OF PRINT

    Used copies of AI Game Programming Wisdom 4 are selling for $500.00 on Amazon. There are a couple new copies of the first volume from Amazon resellers at a reasonable price ($54.73). Volumes 2 and 3 are still available, but since new books won't be printed, they will soon be just as scarce.

    The whole series will soon be out of print - get your copies
    before they are gone:

  • $54.73 (8 new books left from resellers) AI Game Programming Wisdom 1
  • $39.96 (43% off) AI Game Programming Wisdom 2
  • $39.96 (43% off) AI Game Programming Wisdom 3
  • $500.00 (USED PRICE - out of print premium) AI Game Programming Wisdom 4

  • Please don't contact me about AI Game Programming Wisdom 4 books. I don't have any to offer.

    Join the AI Game Programmers Guild!

    The AI Game Programmers Guild is a professional group for discussing game AI with peers in the game industry. Founded in 2008, there are currently over 300 members. It's free to join, but you must have shipped at least one game as an AI programmer. Request a membership here.

    The Challenge of Game AI in Next-Gen Games

    (Excerpt from Preface of AI Game Programming Wisdom 3)
    Steve Rabin, January 19th, 2006

    With the Xbox 360 and PS3, the next generation of game consoles is upon us and the bar has been raised yet again. Consumer expectations are extremely high and players demand more than just prettier versions of last-gen games. After shelling out upwards of $500 for these new systems and games, players are looking for new experiences which are substantially beyond what they've enjoyed previously.

    With these high expectations, there are two game AI challenges new to this next generation. The first is for the subtle visible behavior of agents to keep pace with the incredibly detailed, high-polygon models. The second is to create agents which provide more interesting and novel gameplay experiences for the player.

    The first challenge is relatively straightforward to understand, but difficult to overcome in practice. Increasingly realistic agent models must be complemented with equally adept and detailed behavior. It is critical for agent behavior consisting of navigation, movements, gestures, blinking, gaze, mannerisms, dialogue, and facial expressions to match the visual quality of the agent. Carefully crafted intelligence is required to direct animation, attention, and intention in a seamless and convincing manner.

    As we venture towards extremely realistic looking characters, we perhaps run the risk of falling into the Uncanny Valley. This concept was proposed by Masahiro Mori in 1970 to explain an uneasiness which humans feel towards robots as they approach humanness. Mori claimed as robots start to resemble humans, we feel more empathetic toward them. However, as they approach humanness, the little differences which aren't quite right become extremely disturbing and unnerving-making robots seem more like undead zombies than real people. For example, film critic Roger Ebert proposed the movie Final Fantasy: The Spirits Within might have been rejected by audiences because its slightly imperfect computer animated humans fell into the Uncanny Valley. While the existence of the Uncanny Valley is debatable and hasn't been proven, it is nevertheless prudent for game developers to be aware of the challenge. If you are attempting realism, you must nail it, lest it become distracting to the overall experience.

    Unfortunately, matching the visual quality of agents with competent and realistic behavior is unlikely to result in games which are substantially more fun to play. While we must maintain the steady climb in realism, it won't result in making games noticeably more enjoyable-which is what players demand with this next generation of consoles.

    The second challenge is where I throw down the gauntlet and challenge game AI to save the day. If increasing realism doesn't give next-gen games the requisite new feel, then something else must help achieve it. One answer is for game design and AI to work hand-in-hand toward creating completely new gameplay experiences. This is a huge challenge because it requires the game designer to understand what is possible with AI and to closely work with the AI programmer. Because this type of relationship is rare in game development, it's an area which has huge potential for many game genres.

    If high-end graphics pull the player in visually and accurate physics make the player feel like the world is real, then AI has the power to engage the player mentally. We don't want the AI to necessarily outwit the player (which is relatively easy), rather we want the player to rationalize and internalize the intelligence of the AI and reason about how to overcome it. It's not a question of how to beat the player but a question of how we can design a game in which intelligent agents can be creatively manipulated and exploited by a crafty player.

    Given these two challenges for next-gen games, there is much work to do in the future. We need to become better at simulating realistic human behavior and we need to creatively use AI to bring new experiences to players. Meeting both of these game AI challenges will help differentiate this new generation of games from the last.

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