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The AI Programming Wisdom book features the following chapters:
Section 1: General Wisdom
The Evolution of Game AI - Paul Tozour
The Illusion of Intelligence - Bob Scott
Solving the Right Problem - Neil Kirby
12 Tips from the Trenches - Jeff Orkin
Section 2: Useful Techniques and Specialized Systems
Building an AI Diagnostic Toolset - Paul Tozour
A General Purpose Trigger System - Jeff Orkin
A Data-Driven Architecture for Animation Selection - Jeff Orkin
Realistic Character Behavior with Prioritized, Categorized Animation - Jeff Orkin
Designing a GUI Tool to Aid in the Development of Finite State Machines
The Beauty of Response Curves - Bob Alexander
Simple and Efficient Line-of-Sight for 3D Landscapes - Tom Vykruta
An Open Source Fuzzy Logic Library - Michael Zarozinski
Section 3: Pathfinding with A*
Basic A* Pathfinding Made Simple - James Matthews
Generic A* Pathfinding - Daniel Higgins
Pathfinding Design Architecture - Daniel Higgins
How to Achieve Lightning Fast A* - Daniel Higgins
Practical Optimizations for Astar Path Generation - Timothy Cain
Section 4: Pathfinding and Movement
Simple, Cheap Pathfinding - Chris Charla, Mike Mika
Preprocessed Solution for Open Terrain Environments - Smith Surasmith
Building a Near-Optimal Navigation Mesh - Paul Tozour
Realistic Turning between Waypoints - Marco Pinter
Navigating Doors, Elevators, Ledges, and Other Obstacles - John Hancock
Simple Swarms as an Alternative to Flocking - Tom Scutt
Section 5: Tactical Issues and Intelligent Group Movement
Strategic and Tactical Reasoning with Waypoints - Lars Lidén
Recognizing Strategic Dispositions- Engaging the Enemy - Steven Woodcock
Squad Tactics: Team AI and Emergent Maneuvers - William van der Sterren
Squad Tactics: Planned Maneuvers - William van der Sterren
Tactical Team AI Using a Command Hierarchy - John Reynolds
Formations - Chad Dawson
Section 6: General Purpose Architectures
Architecting a Game AI - Bob Scott
An Efficient AI Architecture using Prioritized Task Categories - Alex McLean
An Architecture Based on Load Balancing - Bob Alexander
A Simple Inference Engine for a Rule-Based Architecture - Mike Christian
Implementing a State Machine Language - Steve Rabin
Enhancing a State Machine Language through Messaging - Steve Rabin
Section 7: Decision-Making Architectures
Blackboard Architectures - Bruce Blumberg, Damian Isla
Introduction to Bayesian Networks and Reasoning Under Uncertainty - Paul Tozour
A Rule-Based Architecture using Dempster-Shafer Theory - François Dominic Laramée
An Optimized Fuzzy Logic Architecture for Decision-Making - Thor Alexander
A Flexible Goal-Based Planning Architecture - John O'Brien
Section 8: FPS, RTS, and RPG AI
First-Person Shooter AI Architecture - Paul Tozour
Architecting an RTS AI - Bob Scott
An Economic Approach to Goal-Directed Reasoning in an RTS - Vernon Harmon
The Basics of Ranged Weapon Combat - Paul Tozour
Level-Of-Detail AI for a Large Role-Playing Game - Mark Brockington
A Dynamic Reputation System Based on Event Knowledge - Greg Alt, Kristin King
Section 9: Racing and Sports AI
Representing a Race Track for the AI - Gari Biasillo
Racing AI Logic - Gari Biasillo
Training an AI to Race - Gari Biasillo
Competitive AI Racing under Open Street Conditions - Joseph C. Adzima
Camera AI for Replays - Sandeep V. Kharkar
Simulating Real Animal Behavior - Sandeep Kharkar
Agent Cooperation in FSMs for Baseball - P.J. Snavely
Intercepting a Ball - Noah Stein
Section 10: Scripting
Scripting: Overview and Code Generation - Lee Berger
Scripting: The Interpreter Engine - Lee Berger
Scripting: System Integration - Lee Berger
Creating Scripting Languages for Non-Programmers - Falko Poiker
Scripting for Undefined Circumstances - Jonty Barnes, Jason Hutchens
The Perils of AI Scripting - Paul Tozour
How Not To Implement a Basic Scripting Language - Mark Brockington, Mark Darra
Section 11: Learning
Learning and Adaptation in Games - John Manslow
Varieties of Learning - Richard Evans
GoCap: Game Observation Capture - Thor Alexander
Pattern Recognition with Sequential Prediction - Fri Mommersteeg
Using N-Gram Statistical Models to Predict Player Behavior
Practical Natural Language Learning - Jonty Barnes, Jason Hutchens
Testing Undefined Behavior as a Result of Learning - Jonty Barnes, Jason Hutchens
Imitating Random Variations in Behavior using a Neural Network - John Manslow
Genetic Algorithms: Evolving the Perfect Troll - François Dominic Laramée
The Dark Art of Neural Networks - Alex J. Champandard
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