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Game AI Pro:
Collected Wisdom of Game AI Professionals

48 Articles, Edited by Steve Rabin.

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  • Section 1: General Wisdom

    What is Game AI?

    Kevin Dill (Lockheed Martin, former Rockstar New England)
    Game AI Pro: Collected Wisdom of Game AI Professionals

    Informing Game AI through the Study of Neurology

    Brett Laming (Rockstar Leeds)
    Game AI Pro: Collected Wisdom of Game AI Professionals

    Advanced Randomness Techniques for Game AI: Gaussian Randomness, Filtered Randomness, and Perlin Noise

    Steve Rabin (Nintendo of America), Fernando Silva (Nintendo of America), Jay Goldblatt (Nintendo Technology Development)
    Game AI Pro: Collected Wisdom of Game AI Professionals




    Section 2: Architecture

    Behavior Selection Algorithms: An Overview

    Michael Dawe (Rockstar Games), Steve Gargolinski (38 Studios), Luke Dicken (Robot Overlord Games), Troy Humphreys (High Moon Studios), Dave Mark (Intrinsic Algorithm)
    Game AI Pro: Collected Wisdom of Game AI Professionals

    Structural Architecture — Common Tricks of the Trade

    Kevin Dill (Lockheed Martin, former Rockstar New England)
    Game AI Pro: Collected Wisdom of Game AI Professionals

    The Behavior Tree Starter Kit

    Alex J. Champandard (AiGameDev.com, former Rockstar Games), Philip Dunstan (AiGameDev.com, former Electronic Arts)
    Game AI Pro: Collected Wisdom of Game AI Professionals

    Real-World Behavior Trees in Script

    Michael Dawe (Rockstar Games)
    Game AI Pro: Collected Wisdom of Game AI Professionals

    Simulating Behavior Trees: A Behavior Tree / Planner Hybrid Approach

    Daniel Hilburn (Terminal Reality)
    Game AI Pro: Collected Wisdom of Game AI Professionals

    An Introduction to Utility Theory

    David “Rez” Graham (Maxis / Electronic Arts)
    Game AI Pro: Collected Wisdom of Game AI Professionals

    Building Utility Decisions into Your Existing Behavior Tree

    Bill Merrill (Turtle Rock Studios)
    Game AI Pro: Collected Wisdom of Game AI Professionals

    Reactivity and Deliberation in Decision Making Systems

    Carle Côté (Eidos Montreal)
    Game AI Pro: Collected Wisdom of Game AI Professionals

    Exploring HTN Planners through Example

    Troy Humphreys (High Moon Studios)
    Game AI Pro: Collected Wisdom of Game AI Professionals

    Hierarchical Plan-Space Planning for Multi-Unit Combat Maneuvers

    William van der Sterren (CGF-AI)
    Game AI Pro: Collected Wisdom of Game AI Professionals

    Phenomenal AI Level-of-Detail Control with the LOD Trader

    Ben Sunshine-Hill (Havok)
    Game AI Pro: Collected Wisdom of Game AI Professionals

    Runtime Compiled C++ for Rapid AI Development

    Doug Binks (Enkisoftware), Matthew Jack (Moon Collider), Will Wilson (Indefiant)
    Game AI Pro: Collected Wisdom of Game AI Professionals

    Plumbing the Forbidden Depths: Scripting and AI

    Mike Lewis (ArenaNet)
    Game AI Pro: Collected Wisdom of Game AI Professionals




    Section 3: Movement and Pathfinding

    Pathfinding Architecture Optimizations

    Steve Rabin (Nintendo of America), Nathan Sturtevant (University of Denver)
    Game AI Pro: Collected Wisdom of Game AI Professionals

    Choosing a Search Space Representation

    Nathan Sturtevant (University of Denver)
    Game AI Pro: Collected Wisdom of Game AI Professionals

    Creating High-Order Navigation Meshes through Iterative Wavefront Edge Expansions

    D. Hunter Hale (University of North Carolina), G. Michael Youngblood (University of North Carolina)
    Game AI Pro: Collected Wisdom of Game AI Professionals

    Precomputed Pathfinding for Large and Detailed Worlds on MMO Servers

    Fabien Gravot (Square Enix), Takanori Yokoyama (Square Enix), Youichiro Miyake (Square Enix)
    Game AI Pro: Collected Wisdom of Game AI Professionals

    Techniques for Formation Movement using Steering Circles

    Stephen Bjore (Nintendo of America)
    Game AI Pro: Collected Wisdom of Game AI Professionals

    Collision Avoidance for Pre-Planned Locomotion

    Bobby Anguelov (Io Interactive)
    Game AI Pro: Collected Wisdom of Game AI Professionals

    Crowd Pathfinding and Steering using Flow Field Tiles

    Elijah Emerson (Gas Powered Games)
    Game AI Pro: Collected Wisdom of Game AI Professionals

    Efficient Crowd Simulation for Mobile Games

    Graham Pentheny (Subatomic Studios)
    Game AI Pro: Collected Wisdom of Game AI Professionals

    Animation-Driven Locomotion with Locomotion Planning

    Jaroslaw Ciupinski (People Can Fly)
    Game AI Pro: Collected Wisdom of Game AI Professionals




    Section 4: Strategy and Tactics

    Tactical Position Selection: An Architecture and Query Language

    Matthew Jack (Moon Collider)
    Game AI Pro: Collected Wisdom of Game AI Professionals

    Tactical Pathfinding on a NavMesh

    Daniel Brewer (Digital Extremes)
    Game AI Pro: Collected Wisdom of Game AI Professionals

    Beyond the Kung-Fu Circle: A Flexible System for Managing NPC Attacks

    Michael Dawe (Rockstar Games)
    Game AI Pro: Collected Wisdom of Game AI Professionals

    Hierarchical AI for Multiplayer Bots in Killzone 3

    Remco Straatman (Guerrilla Games), Tim Verweij (Guerrilla Games), Alex Champandard (AiGameDev.com), Robert Morcus (Guerrilla Games), Hylke Kleve (Guerrilla Games)
    Game AI Pro: Collected Wisdom of Game AI Professionals

    Using Neural Networks to Control Agent Threat Response

    Michael Robbins (Gas Powered Games)
    Game AI Pro: Collected Wisdom of Game AI Professionals




    Section 5: Agent Awareness and Knowledge Representation

    Crytek’s Target Tracks Perception System

    Rich Welsh (Crytek)
    Game AI Pro: Collected Wisdom of Game AI Professionals

    How to Catch a Ninja: NPC Awareness in a 2D Stealth Platformer

    Brook Miles (Klei Entertainment)
    Game AI Pro: Collected Wisdom of Game AI Professionals

    Asking the Environment Smart Questions

    Mieszko Zielinski (People Can Fly)
    Game AI Pro: Collected Wisdom of Game AI Professionals

    A Simple and Robust Knowledge Representation System

    Phil Carlisle (MindFlock)
    Game AI Pro: Collected Wisdom of Game AI Professionals

    A Simple and Practical Social Dynamics System

    Phil Carlisle (MindFlock)
    Game AI Pro: Collected Wisdom of Game AI Professionals

    Breathing Life into Your Background Characters

    David “Rez” Graham (Maxis / Electronic Arts)
    Game AI Pro: Collected Wisdom of Game AI Professionals

    Alibi Generation: Fooling All the Players All the Time

    Ben Sunshine-Hill (Havok)
    Game AI Pro: Collected Wisdom of Game AI Professionals




    Section 6: Racing

    An Architecture Overview for AI in Racing Games

    Simon Tomlinson (S1m On Ltd), Nic Melder (Codemasters)
    Game AI Pro: Collected Wisdom of Game AI Professionals

    Representing and Driving a Race Track for AI Controlled Vehicles

    Simon Tomlinson (S1m On Ltd), Nic Melder (Codemasters)
    Game AI Pro: Collected Wisdom of Game AI Professionals

    Racing Vehicle Control Systems using PID Controllers

    Simon Tomlinson (S1m On Ltd), Nic Melder (Codemasters)
    Game AI Pro: Collected Wisdom of Game AI Professionals

    The Heat Vision System for Racing AI: A Novel Way to Determine Optimal Track Positioning

    Nic Melder (Codemasters)
    Game AI Pro: Collected Wisdom of Game AI Professionals

    A Rubber-Banding System for Gameplay and Race Management

    Nic Melder (Codemasters)
    Game AI Pro: Collected Wisdom of Game AI Professionals




    Section 7: Odds and Ends

    An Architecture for Character-Rich Social Simulation

    Michael Mateas (University of California - Santa Cruz), Josh McCoy (University of California - Santa Cruz)
    Game AI Pro: Collected Wisdom of Game AI Professionals

    A Control-Based Architecture for Animal Behavior

    Michael Ramsey (Linden Lab)
    Game AI Pro: Collected Wisdom of Game AI Professionals

    Introduction to GPGPU for AI

    Conan Bourke (Academy of Interactive Entertainment - Sydney), Tomasz Bednarz (CSIRO Computational Informatics)
    Game AI Pro: Collected Wisdom of Game AI Professionals

    Creating Dynamic Soundscapes using an Artificial Sound Designer

    Simon Franco (The Creative Assembly)
    Game AI Pro: Collected Wisdom of Game AI Professionals

    Tips and Tricks for a Robust Third-Person Camera System

    Eric Martel (Eidos Montreal)
    Game AI Pro: Collected Wisdom of Game AI Professionals

    Implementing N-grams for Player Prediction, Procedural Generation, and Stylized AI

    Joseph Vasquez II (Nintendo of America)
    Game AI Pro: Collected Wisdom of Game AI Professionals

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