Section 1: General Wisdom
1. What is Game AI? (Kevin Dill)
2. Informing Game AI through the Study of Neurology (Brett Laming)
3. Advanced Randomness Techniques for Game AI: Gaussian Randomness, Filtered Randomness, and Perlin Noise (Steve Rabin, Fernando Silva, Jay Goldblatt)
Section 2: Architecture
4. Behavior Selection Algorithms: An Overview (Michael Dawe, Steve Gargolinski, Luke Dicken, Troy Humphreys, Dave Mark)
5. Structural Architecture—Common Tricks of the Trade (Kevin Dill)
6. The Behavior Tree Starter Kit (Alex Champandard, Philip Dunstan)
7. Real-World Behavior Trees in Script (Michael Dawe) download demo code
8. Simulating Behavior Trees: A Behavior Tree / Planner Hybrid Approach (Daniel Hilburn) download demo code
9. An Introduction to Utility Theory (David “Rez” Graham) download demo code
10. Building Utility Decisions into Your Existing Behavior Tree (Bill Merrill)
11. Reactivity and Deliberation in Decision Making Systems (Carle Côté)
12. Exploring HTN Planners through Example (Troy Humphreys)
13. Hierarchical Plan-Space Planning for Multi-Unit Combat Maneuvers (William van der Sterren)
14. Phenomenal AI Level-of-Detail Control with the LOD Trader (Ben Sunshine-Hill)
15. Runtime Compiled C++ for Rapid AI Development (Doug Binks, Matthew Jack, Will Wilson)
16. Plumbing the Forbidden Depths: Scripting and AI (Mike Lewis)
Section 3: Movement and Pathfinding
17. Pathfinding Architecture Optimizations (Steve Rabin, Nathan Sturtevant)
18. Choosing a Search Space Representation (Nathan R. Sturtevant)
19. Creating High-Order Navigation Meshes through Iterative Wavefront Edge Expansions (D. Hunter Hale, G. Michael Youngblood)
20. Precomputed Pathfinding for Large and Detailed Worlds on MMO Servers (Fabien Gravot, Takanori Yokoyama, Youichiro Miyake)
21. Techniques for Formation Movement using Steering Circles (Stephen Bjore) download demo code
22. Collision Avoidance for Pre-Planned Locomotion (Bobby Anguelov)
23. Crowd Pathfinding and Steering using Flow Field Tiles (Elijah Emerson)
24. Efficient Crowd Simulation for Mobile Games (Graham Pentheny) download demo code
25. Animation-Driven Locomotion with Locomotion Planning (Jaroslaw Ciupinski)
Section 4: Strategy and Tactics
26. Tactical Position Selection: An Architecture and Query Language (Matthew Jack)
27. Tactical Pathfinding on a NavMesh (Daniel Brewer)
28. Beyond the Kung-Fu Circle: A Flexible System for Managing NPC Attacks (Michael Dawe)
29. Hierarchical AI for Multiplayer Bots in Killzone 3 (Remco Straatman, Tim Verweij, Alex Champandard, Robert Morcus, Hylke Kleve)
30. Using Neural Networks to Control Agent Threat Response (Michael Robbins)
Section 5: Agent Awareness and Knowledge Representation
31. Crytek’s Target Tracks Perception System (Rich Welsh)
32. How to Catch a Ninja: NPC Awareness in a 2D Stealth Platformer (Brook Miles)
33. Asking the Environment Smart Questions (Mieszko Zielinski)
34. A Simple and Robust Knowledge Representation System (Phil Carlisle)
35. A Simple and Practical Social Dynamics System (Phil Carlisle)
36. Breathing Life into Your Background Characters (David “Rez” Graham) download demo code
37. Alibi Generation: Fooling All the Players All the Time (Ben Sunshine-Hill)
Section 6: Racing
38. An Architecture Overview for AI in Racing Games (Simon Tomlinson, Nic Melder)
39. Representing and Driving a Race Track for AI Controlled Vehicles (Simon Tomlinson, Nic Melder)
40. Racing Vehicle Control Systems using PID Controllers (Simon Tomlinson, Nic Melder)
41. The Heat Vision System for Racing AI: A Novel Way to Determine Optimal Track Positioning (Nic Melder)
42. A Rubber-Banding System for Gameplay and Race Management (Nic Melder)
Section 7: Odds and Ends
43. An Architecture for Character-Rich Social Simulation (Michael Mateas, Josh McCoy)
44. A Control-Based Architecture for Animal Behavior (Michael Ramsey)
45. Introduction to GPGPU for AI (Conan Bourke, Tomasz Bednarz)
46. Creating Dynamic Soundscapes using an Artificial Sound Designer (Simon Franco)
47. Tips and Tricks for a Robust Third-Person Camera System (Eric Martel)
48. Implementing N-grams for Player Prediction, Procedural Generation, and Stylized AI (Joseph Vasquez II)
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