Game AI Pro

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AI Summit GDC 2015

Steve Rabin - JPS+ now with Goal Bounding: Over 1000x Faster than A* slides

Steve Rabin - Simplest AI Trick in the Book slides

Game AI Pro 2

The second volume in the Game AI Pro book series (April 2015).

Section 1: General Wisdom

1. Game AI Appreciation, Revisited (Kevin Dill and Mike Lewis)
2. Combat Dialogue in FEAR: The Illusion of Communication (Jeff Orkin)
3. Dual-Utility Reasoning (Kevin Dill)
4. Vision Zones and Object Identification Certainty (Steve Rabin)
5. Agent Reaction Time: How Fast Should an AI React? (Steve Rabin)
6. Preventing Animation Twinning Using a Simple Blackboard (Michael Dawe)

Section 2: Architecture

7. Possibility Maps for Opportunistic AI and Believable Worlds (John Manslow)
8. Production Rules Implementation in 1849 (Robert Zubek)
9. Production Systems: New Techniques in AAA Games (Andrea Schiel)
10. Building a Risk-Free Environment to Enhance Prototyping: Hinted-Execution Behavior Trees (Sergio Ocio Barriales)
11. Smart Zones to Create the Ambience of Life (Etienne de Sevin, Caroline Chopinaud, and Clodéric Mars)
12. Separation of Concerns Architecture for AI and Animation (Bobby Anguelov)
13. Optimizing Practical Planning for Game AI (Éric Jacopin)

Section 3: Movement and Pathfinding

14. JPS+: An Extreme A* Speed Optimization for Static Uniform Cost Grids (Steve Rabin)
15. Subgoal Graphs for Fast Optimal Pathfinding (Tansel Uras and Sven Koenig)
16. Theta* for Any-Angle Pathfinding (Alex Nash and Sven Koenig)
17. Advanced Techniques for Robust, Efficient Crowds (Graham Pentheny)
18. Context Steering: Behavior-Driven Steering at the Macro Scale (Andrew Fray)
19. Guide to Anticipatory Collision Avoidance (Stephen J. Guy and Ioannis Karamouzas)
20. Hierarchical Architecture for Group Navigation Behaviors (Clodéric Mars and Jérémy Chanut)
21. Dynamic Obstacle Navigation in Fuse (Jan Müller)

Section 4: Applied Search Techniques

22. Introduction to Search for Games (Nathan R. Sturtevant)
23. Personality Reinforced Search for Mobile Strategy Games (Miguel A. Nieves)
24. Interest Search: A Faster Minimax (Jeff Rollason)
25. Monte Carlo Tree Search and Related Algorithms for Games (Nathan R. Sturtevant)
26. Rolling Your Own Finite-Domain Constraint Solver (Leif Foged and Ian Horswill)

Section 5: Tactics, Strategy, and Spacial Awareness

27. Looking for Trouble: Making NPCs Search Realistically (Rich Welsh)
28. Modeling Perception and Awareness in Tom Clancy’s Splinter Cell Blacklist (Martin Walsh)
29. Escaping the Grid: Infinite-Resolution Influence Mapping (Mike Lewis)
30. Modular Tactical Influence Maps (Dave Mark)
31. Spatial Reasoning for Strategic Decision Making (Kevin Dill)
32. Extending the Spatial Coverage of a Voxel-Based Navigation Mesh (Kevin A. Kirst)

Section 6: Character Behavior

33. Infected AI in The Last of Us (Mark Botta)
34. Human Enemy AI in The Last of Us (Travis McIntosh)
35. Ellie: Buddy AI in The Last of Us (Max Dyckhoff)
36. Realizing NPCs: Animation and Behavior Control for Believable Characters (Jeet Shroff)
37. Using Queues to Model a Merchant’s Inventory (John Manslow)
38. Psychologically Plausible Methods for Character Behavior Design (Phil Carlisle)

Section 7: Analytics, Content Generation, and Experience Management

39. Analytics-Based AI Techniques for a Better Gaming Experience (Truong-Huy D. Nguyen, Zhengxing Chen, and Magy Seif El-Nasr)
40. Procedural Content Generation: An Overview (Gillian Smith)
41. Simulation Principles from Dwarf Fortress (Tarn Adams)
42. Techniques for AI-Driven Experience Management in Interactive Narratives (Vadim Bulitko, Greg Lee, Sergio Poo Hernandez, Alejandro Ramirez, and David Thue)

Game AI Pro

The first volume in the Game AI Pro book series (Sept 2013). All chapters are available to download as of Sept 2015.
Notice: CRC Press retains full copyright over this material and it cannot be distributed, reprinted, or hosted for download anywhere else. Doing so would violate copyright law. has permission from CRC Press to host this material.


Author Bios

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 demo code
9. An Introduction to Utility Theory, David “Rez” Graham 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 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 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 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 demo code