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Game Programming Gems IV: AI Contents

 

 

 

 

The Game Programming Gems IV book features the following 8 chapters on game AI:

  • Third-Person Camera Navigation - Jonathan Stone

  • Narrative Combat: Using AI to Enhance Tension in an Action Game - Borut Pfeifer

  • NPC Decision Making: Dealing with Randomness - Karèn Pivazyan

  • An Object-Oriented Utility-Based Decision Architecture - John Hancock

  • A Distributed-Reasoning Voting Architecture - John Hancock

  • Attractors and Repulsors - John M. Olsen

  • Advanced Wall Building for RTS Games - Mario Grimani

  • Artificial Neural Networks on Programmable Graphics Hardware - Thomas Rolfes



 
the Game Programming Gems IV book
 

 

 

Game Programming Gems III: AI Contents

 

 

 

 

The Game Programming Gems III book features the following 10 chapters on game AI:

  • A Fast Approach To Navigation Meshes - Stephen White

  • A General Trigger System for AI Entities, Objects, and Quests - Steve Rabin

  • Character virtualization - Loic Le Chevalier

  • Function Pointer-Based Embedded Finite State Machines - Charles Farris

  • Issues In Implementing Movement Based AI - Thomas Young

  • Kill! Kill! Kill! Allocating Shots in a Target Rich Environment - Steven Woodcock

  • Optimized machine learning techniques - Thor Alexander

  • Rectangle Navigation: a highly efficient alternative to A* - Ben Board & Mick Ducker

  • Tactical Pathfinding using A* - William van der Sterren

  • Terrain Analysis in an RTS - Daniel Higgins



 
the Game Programming Gems III book
 

 

 

Game Programming Gems II: AI Contents

 

 

 

 

The Game Programming Gems II book features the following 14 chapters on game AI:

  • AI Overall / Architecture

    • Strategies for Optimizing AI - Steve Rabin

    • Micro-Threads for Game Object AI - Bruce Dawson

    • Managing AI with Micro-Threads - Simon Carter

  • RTS and Terrain Reasoning

    • An Architecture for RTS Command Queueing - Steve Rabin

    • A High Performance Tile-base Line-of-Sight and Search system - Matt Pritchard

    • Influence Mapping - Paul Tozour

    • Strategic Assessment Techniques - Paul Tozour

    • Terrain Reasoning for 3D Action Games - William van der Sterren

  • Pathfinding and Flocking

    • Expanded Geometry for Points-of-Visibility Pathfinding - Thomas Young

    • Optimizing Points-of-Visibility Pathfinding - Thomas Young

    • Flocking with Teeth: Predators and Prey - Steven Woodcock

  • Advanced Topics made Practical

    • A Generic Fuzzy State Machine in C++ - Eric Dybsand

    • Imploding Combinatorial Explosion in a Fuzzy System - Michael Zarozinski

    • Using Neural Networks in AI: A Concrete Example - John Manslow



 
the Game Programming Gems II book
 

 

 

Game Programming Gems I: AI Contents

 

 

 

 

The Game Programming Gems I book features the following 10 chapters on game AI:

    • Designing a General Robust AI Engine - Steve Rabin

    • A Finite State Machine Class - Eric Dybsand

    • Game Trees - Jan Svarovsky

    • The Basics of A* for Path Finding - Bryan Stout

    • A* Aesthetic Optimizations - Steve Rabin

    • A* Speed Optimizations - Steve Rabin

    • Simplified 3D Movement and Pathfinding Using Navigation Meshes - Greg Snook

    • Flocking: A Simple Technique for Simulating Group Behavior - Steven Woodcock

    • Fuzzy Logic for Video Games - Mason McCuskey

    • A Neural-Net Primer - Andre LaMothe



 
the Game Programming Gems I book