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Game Developers Conference 2001: An AI Perspective
Eric Dybsand (Glacier Edge Technology)
Available Online at Gamasutra, 2001.
Topics: History, General; Genres: General
Abstract: A computer game industry insider reviews many of the AI topic lectures, presentations, tutorials, roundtables, and sessions that were presented at the 2001 Game Developers Conference held in March, 2001 (including the infamous AI Programmer's Dinner).

Toward More Realistic Pathfinding
Marco Pinter (Badass Games)
Game Developer Magazine, April 2001.
Available Online at Gamasutra, 2001.
Topics: A*, Pathfinding, Movement; Genres: General
Abstract:

Terrain Reasoning for 3D Action Games
William van der Sterren (CGF-AI)
Game Developers Conference Proceedings, 2001.
Available Online at Gamasutra, 2001.
Topics: Tactical, Movement; Genres: Action, FPS
Abstract: Terrain reasoning in 3D action games is about understanding concepts such as stronghold, cover, ambush, and sniper location. This lecture introduces a simple yet powerful approach for terrain reasoning, enabling the AI itself to compute these concepts. Traditionally, AI relies on hints and scripts manually added by level designers to grasp the terrain. However, an AI that actually understands the terrain will respond better to dynamic situations and directions issued by the player. The terrain reasoning presented uses a waypoint graph with a high spatial density of waypoints. Due to its density, it is a good abstraction of the terrain. Being a graph, it enables computations. The lecture shows numerous examples of how to express terrain concepts in terms of this graph. A case study illustrates how situational awareness, team formations, tactical pathfinding, and adaptive tactics are implemented using both in-game and pregame terrain reasoning.

AI Madness: Using AI to Bring Open City Racing to Life
Joe Adzima (Motocentric)
Game Developer Magazine, December 2000.
Available Online at Gamasutra, 2000.
Topics: Driving; Genres: Racing
Abstract:

Pawn Captures Wyvern: How Computer Graphics Can Improve Your Pathfinding
Mark Brockington (BioWare)
Game Developers Conference Proceedings, 2000.
Available Online at Gamasutra, 2000.
Topics: A* Pathfinding; Genres: General
Abstract: For a long period of time, the study of games of thought (such as computer chess) rarely included discussions about pathfinding. However, the two fields are highly related to one another. Advances in computer chess searching algorithms can be used to dramatically speed up search algorithms such as A-Star. This talk looks at a number of computer chess searching improvements and shows, with concrete examples, how to improve A-Star-style pathfinding algorithms with these chess derived techniques.

More AI in Less Processor Time: 'Egocentric' AI
Ian Wright and James Marshall
Available Online at Gamasutra, 2000.
Topics: Architecture; Genres: General
Abstract: Discusses a technique for confining per frame AI processing. Covers time-slicing the processing with dynamic suspension and reactivation, running AI code at different frequencies, and staggering AI processing relative to each other to prevent processing spikes.

AI for Games and Animation: A Cognitive Modeling Approach
John Funge
Available Online at Gamasutra, 1999.
Topics: Architecture; Genres: General
Abstract:

Smart Moves: Intelligent Path-Finding
W. Brian Stout
Game Developer Magazine, October 1996.
Available Online at Gamasutra, 1999.
Topics: A*, Pathfinding; Genres: General
Abstract:

Implementing Coordinated Movement
Dave Pottinger (Ensemble Studios)
Game Developer Magazine, February 1999.
Available Online at Gamasutra, 1999.
Topics: Formations, Pathfinding, Coordinated Movement; Genres: RTS, General
Abstract:

Coordinated Unit Movement
Dave Pottinger (Ensemble Studios)
Game Developer Magazine, January 1999.
Available Online at Gamasutra, 1999.
Topics: Formations, Pathfinding, Coordinated Movement; Genres: RTS, General
Abstract:

Game AI: The State of the Industry
Steven Woodcock (Wyrd Wyrks)
Game Developer Magazine, August 1999.
Available Online at Gamasutra, 1999.
Topics: History, General; Genres: General
Abstract:

Game AI: The State of the Industry
Steven Woodcock (Wyrd Wyrks)
Game Developer Magazine, October 1998.
Available Online at Gamasutra, 1998.
Topics: History, General; Genres: General
Abstract:

Adding Languages to Game Engines
Robert Huebner (Lucas Arts Entertainment)
Game Developer Magazine, September 1997.
Available Online at Gamasutra, 1997.
Topics: Scripting; Genres: General
Abstract:

 
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