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AI Programming Wisdom: Contents

 

 

 

 

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




  AI Programming Wisdom book