The following links are to items of interest that have been written or presented by members of the AI Game Programmers Guild. In them, you will find information that people have felt is very relevant to the advancement of game AI. In the future, we hope to begin offering peer-reviewed papers and articles as well.
Showing 188 papers or presentations.
Author/Speaker |
Name/Title  |
Event/Pub.  |
Year  |
Links |
| Michael Mateas |
An Oz-Centric Review of Interactive Drama and Believable Agents |
|
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| Noah Wardrip-Fruin |
Expressive Processing |
|
|
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| Steve Woodcock |
Game AI: The State of the Industry (from 1998) |
|
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| Steve Woodcock |
Game AI: The State of the Industry (from 1999) |
|
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| Steve Woodcock |
Game AI: The State of the Industry (from 2000) |
|
|
|
| Alex Champandard |
Finding a Better Way into Mordor: AI and the Games Industry |
|
2010 |
|
| Robert Zubek |
Robot Architectures for Believable Game Agents |
AAAI Game AI Workshop |
|
|
| Robert Zubek |
being-in-the-world |
AAAI Game AI Workshop |
2001 |
|
| Robert Zubek |
Making the Human Care: On Building Engaging Bots |
AAAI Game AI Workshop |
2002 |
|
| Robert Zubek |
Towards Implementation of Social Interaction |
AAAI Game AI Workshop |
2002 |
|
| Jeff Orkin |
Symbolic Representation of Game World State: Toward Real-Time Planning in Games |
AAAI Game AI Workshop |
2004 |
|
| Robert Zubek |
Character Participation in Social Interaction |
AAAI Game AI Workshop |
2004 |
|
| Robert Zubek |
MDA: A Formal Approach to Game Design and Game Research |
AAAI Game AI Workshop |
2004 |
|
| William van der Sterren |
Multi-Unit Planning with HTN and A* |
AIGameDev AI Conf. |
2009 |
|
| Sergio Garces |
High-Performance AI for Dynamic Large-Scale Open Worlds in [PROTOTYPE] |
AIGameDev Interview |
2009 |
|
| Paul Tozour |
Particle Swarms in Metroid Prime 3′s Helios Boss with Paul Tozour |
AIGameDev Interview |
2009 |
|
| Chris Jurney |
Dawn of War II and Real-Time Strategy AI |
AIGameDev Interview |
2010 |
|
| Nathan Sturtevant |
High Performance and Memory-Efficient Pathfinding in Dragon Age (AIGameDev interview) |
AIGameDev Interview |
2010 |
|
| Paul Tozour |
Making Designers Obsolete? Evolution in Game Design |
AIGameDev Interview |
2012 |
|
| Kevin Dill |
A Goal-Based Architecture for Opposing Player AI |
AIIDE |
2005 |
|
| Damian Isla |
Dude, Where's My Warthog: From Pathfinding to General Spatial Competence |
AIIDE |
2005 |
|
| Jeff Orkin |
Agent Architecture Considerations for Real-Time Planning in Games |
AIIDE |
2005 |
|
| Denis Papp |
A Goal-Based Architecture for Opposing Player AI |
AIIDE |
2005 |
|
| Robert Zubek |
Hierarchical Parallel Markov Models of Interaction |
AIIDE |
2005 |
|
| Tara Teich |
AI Wall Building in Empire Earth II |
AIIDE |
2006 |
|
| Soren Johnson |
A Work In Progress: Writing Civ 4's AI |
AIIDE |
2007 |
|
| Nathan Sturtevant |
High Performance and Memory-Efficient Pathfinding in Dragon Age (AIIDE Paper) |
AIIDE |
2007 |
|
| Damian Isla |
Halo 3 Objective Trees: A Declarative Approach to Multi-agent Coordination |
AIIDE |
2008 |
|
| Brian Schwab |
Implementation of a Homegrown “Abstract State Machine” Style System in a Commercial Sports Game |
AIIDE |
2008 |
|
| Mike Sellers |
Otello: A Next-Generation Reputation System For Humans and NPCs |
AIIDE |
2008 |
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| Mark Wesley |
Navigating detailed worlds with a complex, physically driven loco,: NPC Skateboarder AI in Skate |
AIIDE |
2008 |
|
| Richard Evans |
AIIDE 2009 - AI Challenges in Sims 3 - Richard Evans |
AIIDE |
2009 |
|
| Dan Kline |
Bringing Interactive Storytelling to Industry |
AIIDE |
2009 |
|
| Michael Ramsey |
A Unified Spatial Representation for Navigation Systems |
AIIDE |
2009 |
|
| Charles Rich |
A Non-Modal Approach to Integrating Dialogue and Action |
AIIDE |
2010 |
|
| Ben Sunshine-Hill |
Perceptually Realistic Behavior through Alibi Generation |
AIIDE |
2010 |
|
| Dan Kline |
DARKSPORE AI Post Mortem |
AIIDE |
2011 |
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| Lauren McHugh |
DARKSPORE AI Post Mortem |
AIIDE |
2011 |
|
| Robert Zubek |
Social Games and the Role of Simulation in a Social World |
AIIDE |
2011 |
|
| Robert Zubek |
Hidden Markov Models for Interactive Social Agents |
Book |
2005 |
|
| Paul Tozour |
Influence Mapping (Game Programming Gems 2) |
Compilation Book |
2001 |
|
| Paul Tozour |
Strategic Assessment Techniques (Game Programming Gems 2) |
Compilation Book |
2001 |
|
| Paul Tozour |
A Flexible Tagging System for AI Resource Selection (AI Game Programming Wisdom) |
Compilation Book |
2002 |
|
| Paul Tozour |
Building a Near-Optimal Navigation Mesh (AI Game Programming Wisdom) |
Compilation Book |
2002 |
|
| Paul Tozour |
Building an AI Diagnostic Toolset (AI Game Programming Wisdom) |
Compilation Book |
2002 |
|
| Paul Tozour |
First-Person Shooter AI Architecture (AI Game Programming Wisdom) |
Compilation Book |
2002 |
|
| Paul Tozour |
Introduction to Bayesian Networks (AI Game Programming Wisdom) |
Compilation Book |
2002 |
|
| Paul Tozour |
Stack-Based Finite State Machines (AI Game Programming Wisdom) |
Compilation Book |
2002 |
|
| Paul Tozour |
The Basics of Ranged Weapon Combat (AI Game Programming Wisdom) |
Compilation Book |
2002 |
|
| Paul Tozour |
The Evolution of Game AI (AI Game Programming Wisdom) |
Compilation Book |
2002 |
|
| Paul Tozour |
The Perils of AI Scripting (AI Game Programming Wisdom) |
Compilation Book |
2002 |
|
| Paul Tozour |
Using a Spatial Database for Runtime Spatial Analysis (AI Game Programming Wisdom) |
Compilation Book |
2002 |
|
| Paul Tozour |
Search Space Representations (AI Game Programming Wisdom 2) |
Compilation Book |
2003 |
|
| Robert Zubek |
Introduction to Hidden Markov Models |
Compilation Book |
2006 |
|
| Robert Zubek |
Needs-based AI |
Compilation Book |
2010 |
|
| Damian Isla |
Next-Gen Content Creation for Next-Gen AI |
Foundations of Digital Games |
2009 |
|
| Kevin Dill |
The Art of Game AI: Sculpting Behavior with Data, Formulas, and Finesse |
GameX Industry Summit |
2009 |
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| Dave Mark |
The Art of Game AI: Sculpting Behavior with Data, Formulas, and Finesse |
GameX Industry Summit |
2009 |
|
| William van der Sterren |
Terrain Reasoning for 3D Action Games |
GDC |
2001 |
|
| Richard Evans |
Social Activities: Implementing Wittgenstein (GDC 2002) |
GDC |
2002 |
|
| Arjen Beij |
Killzone’s AI : Dynamic Procedural Combat Tactics |
GDC |
2005 |
|
| Igor Borovikov |
An Orwellian Approach to AI Architecture |
GDC |
2005 |
|
| Damian Isla |
Handling Complexity in the Halo 2 AI |
GDC |
2005 |
|
| Remco Straatman |
Killzone’s AI : Dynamic Procedural Combat Tactics |
GDC |
2005 |
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| William van der Sterren |
Killzone’s AI : Dynamic Procedural Combat Tactics |
GDC |
2005 |
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| Jeff Orkin |
Three States and a Plan: The A.I. of F.E.A.R. |
GDC |
2006 |
|
| Chris Jurney |
Dealing With Destruction |
GDC |
2007 |
|
| Damian Isla |
Building a Better Battle: HALO 3 AI Objectives |
GDC |
2008 |
|
| Soren Johnson |
Playing to Lose: AI and Civilization |
GDC |
2008 |
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| Chris Jurney |
On the War Path: Tactical AI in Dawn of War 2 |
GDC |
2009 |
|
| Damian Isla |
Beyond Behavior: An Introduction to Knowledge Representation |
GDC AI Summit |
|
|
| Phil Carlisle |
Breaking the Cookie-Cutter: Modeling Individual Personality, Mood, and Emotion in Characters |
GDC AI Summit |
2009 |
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| Phil Carlisle |
Characters Welcome: Next Steps Towards Human AI |
GDC AI Summit |
2009 |
|
| Alex Champandard |
Animating in a Complex World: Integrating AI and Animation |
GDC AI Summit |
2009 |
|
| Michael Dawe |
Preparing for the Future: As a Professional Game AI Developer, What Should I Know? |
GDC AI Summit |
2009 |
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| Richard Evans |
Breaking the Cookie-Cutter: Modeling Individual Personality, Mood, and Emotion in Characters |
GDC AI Summit |
2009 |
|
| Richard Evans |
Characters Welcome: Next Steps Towards Human AI |
GDC AI Summit |
2009 |
|
| John Funge |
Preparing for the Future: As a Professional Game AI Developer, What Should I Know? |
GDC AI Summit |
2009 |
|
| Christian Gyrling |
Animating in a Complex World: Integrating AI and Animation |
GDC AI Summit |
2009 |
|
| Julien Hamaide |
Parallelism in AI: Multithreading Strategies and Opportunities for Multi-Core Architectures |
GDC AI Summit |
2009 |
|
| Damian Isla |
The Photoshop of AI: Debating the Structure vs Style Decomposition of Game AI |
GDC AI Summit |
2009 |
|
| Soren Johnson |
AI and Designers: Mind the Gap |
GDC AI Summit |
2009 |
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| Dan Kline |
Characters Welcome: Next Steps Towards Human AI |
GDC AI Summit |
2009 |
|
| Brett Laming |
From the Ground Up: AI Architecture and Design Patterns |
GDC AI Summit |
2009 |
|
| Brett Laming |
Preparing for the Future: As a Professional Game AI Developer, What Should I Know? |
GDC AI Summit |
2009 |
|
| Dave Mark |
Breaking the Cookie-Cutter: Modeling Individual Personality, Mood, and Emotion in Characters |
GDC AI Summit |
2009 |
|
| Dave Mark |
Characters Welcome: Next Steps Towards Human AI |
GDC AI Summit |
2009 |
|
| Borut Pfefier |
Characters Welcome: Next Steps Towards Human AI |
GDC AI Summit |
2009 |
|
| Borut Pfefier |
The Photoshop of AI: Debating the Structure vs Style Decomposition of Game AI |
GDC AI Summit |
2009 |
|
| Steve Rabin |
#define Game_AI |
GDC AI Summit |
2009 |
|
| Steve Rabin |
AI Summit Final QA and Closing Remarks |
GDC AI Summit |
2009 |
|
| Steve Rabin |
Preparing for the Future: As a Professional Game AI Developer, What Should I Know? |
GDC AI Summit |
2009 |
|
| Steve Rabin |
The Photoshop of AI: Debating the Structure vs Style Decomposition of Game AI |
GDC AI Summit |
2009 |
|
| Stuart Reynolds |
The Photoshop of AI: Debating the Structure vs Style Decomposition of Game AI |
GDC AI Summit |
2009 |
|
| Adam Russell |
AI and Designers: Mind the Gap |
GDC AI Summit |
2009 |
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| Tara Teich |
AI and Designers: Mind the Gap |
GDC AI Summit |
2009 |
|
| Robert Zubek |
Characters Welcome: Next Steps Towards Human AI |
GDC AI Summit |
2009 |
|
| Robert Zubek |
Preparing for the Future: As a Professional Game AI Developer, What Should I Know? |
GDC AI Summit |
2009 |
|
| Phil Carlisle |
Little Big AI: Rich Behavior on a Small Budget |
GDC AI Summit |
2010 |
|
| Phil Carlisle |
Suspending Disbelief: Bringing Your Characters to Life with Better AI |
GDC AI Summit |
2010 |
|
| Alex Champandard |
Behavior Trees: Three Ways of Cultivating Strong AI |
GDC AI Summit |
2010 |
|
| Alex Champandard |
Case Studies: AI in Recent Games |
GDC AI Summit |
2010 |
|
| Alex Champandard |
Deciding on an AI Architecture: Which Tool for the Job? |
GDC AI Summit |
2010 |
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| Michael Dawe |
Behavior Trees: Three Ways of Cultivating Strong AI |
GDC AI Summit |
2010 |
|
| Michael Dawe |
Deciding on an AI Architecture: Which Tool for the Job? |
GDC AI Summit |
2010 |
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| Kevin Dill |
AI Architecture Mashups: Insights into Intertwined Architectures |
GDC AI Summit |
2010 |
|
| Kevin Dill |
AI Developers Rant! |
GDC AI Summit |
2010 |
|
| Kevin Dill |
Improving AI Decision Modeling Through Utility Theory |
GDC AI Summit |
2010 |
|
| Richard Evans |
Answering the Designers' AI Wish List |
GDC AI Summit |
2010 |
|
| Richard Evans |
Experimental Game AI: Live Demos of Innovation (2010) |
GDC AI Summit |
2010 |
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| John Funge |
AI Developers Rant! |
GDC AI Summit |
2010 |
|
| John Funge |
Why So Wary of AI Middleware? |
GDC AI Summit |
2010 |
|
| Steve Gargolinski |
Suspending Disbelief: Bringing Your Characters to Life with Better AI |
GDC AI Summit |
2010 |
|
| Steve Gargolinski |
Why So Wary of AI Middleware? |
GDC AI Summit |
2010 |
|
| David Hernandez Cerpa |
Behavior Trees: Three Ways of Cultivating Strong AI |
GDC AI Summit |
2010 |
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| Ian Holmes |
Experimental Game AI: Live Demos of Innovation (2010) |
GDC AI Summit |
2010 |
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| Soren Johnson |
Answering the Designers' AI Wish List |
GDC AI Summit |
2010 |
|
| Chris Jurney |
Answering the Designers' AI Wish List |
GDC AI Summit |
2010 |
|
| Chris Jurney |
Case Studies: AI in Recent Games |
GDC AI Summit |
2010 |
|
| Chris Jurney |
Why So Wary of AI Middleware? |
GDC AI Summit |
2010 |
|
| Dan Kline |
AI and Interactive Storytelling: How We Can Help Each Other |
GDC AI Summit |
2010 |
|
| Brett Laming |
Answering the Designers' AI Wish List |
GDC AI Summit |
2010 |
|
| Brett Laming |
Why So Wary of AI Middleware? |
GDC AI Summit |
2010 |
|
| Dave Mark |
AI Developers Rant! |
GDC AI Summit |
2010 |
|
| Dave Mark |
Deciding on an AI Architecture: Which Tool for the Job? |
GDC AI Summit |
2010 |
|
| Dave Mark |
Improving AI Decision Modeling Through Utility Theory |
GDC AI Summit |
2010 |
|
| Michael Mateas |
AI and Interactive Storytelling: How We Can Help Each Other |
GDC AI Summit |
2010 |
|
| Michael Mateas |
Experimental Game AI: Live Demos of Innovation (2010) |
GDC AI Summit |
2010 |
|
| Michael Mateas |
Suspending Disbelief: Bringing Your Characters to Life with Better AI |
GDC AI Summit |
2010 |
|
| Borut Pfefier |
AI Developers Rant! |
GDC AI Summit |
2010 |
|
| Borut Pfefier |
Why So Wary of AI Middleware? |
GDC AI Summit |
2010 |
|
| Steve Rabin |
AI Architecture Mashups: Insights into Intertwined Architectures |
GDC AI Summit |
2010 |
|
| Steve Rabin |
AI Developers Rant! |
GDC AI Summit |
2010 |
|
| Steve Rabin |
Deciding on an AI Architecture: Which Tool for the Job? |
GDC AI Summit |
2010 |
|
| Charles Rich |
Deciding on an AI Architecture: Which Tool for the Job? |
GDC AI Summit |
2010 |
|
| Adam Russell |
AI Developers Rant! |
GDC AI Summit |
2010 |
|
| Adam Russell |
Answering the Designers' AI Wish List |
GDC AI Summit |
2010 |
|
| Brian Schwab |
AI Architecture Mashups: Insights into Intertwined Architectures |
GDC AI Summit |
2010 |
|
| Emily Short |
AI and Interactive Storytelling: How We Can Help Each Other |
GDC AI Summit |
2010 |
|
| Tara Teich |
Case Studies: AI in Recent Games |
GDC AI Summit |
2010 |
|
| John Walker |
Little Big AI: Rich Behavior on a Small Budget |
GDC AI Summit |
2010 |
|
| Robert Zubek |
Little Big AI: Rich Behavior on a Small Budget |
GDC AI Summit |
2010 |
|
| James Anhalt |
AI Navigation: It's Not a Solved Problem... Yet! |
GDC AI Summit |
2011 |
|
| Alex Champandard |
Creating Your Building Blocks: Modular Component AI Systems |
GDC AI Summit |
2011 |
|
| Alex Champandard |
Lay of the Land: Smarter AI through Influence Maps |
GDC AI Summit |
2011 |
|
| Michael Dawe |
AI Pr0n: Maximum Exposure of your Debug Info |
GDC AI Summit |
2011 |
|
| Kevin Dill |
Lay of the Land: Smarter AI through Influence Maps |
GDC AI Summit |
2011 |
|
| Kevin Dill |
Turing Tantrums: AI Devs Rant! |
GDC AI Summit |
2011 |
|
| Richard Evans |
Experimental Game AI: Live Demos of Innovation (2011) |
GDC AI Summit |
2011 |
|
| Richard Evans |
Turing Tantrums: AI Devs Rant! |
GDC AI Summit |
2011 |
|
| Rez Graham |
AI Development Postmortems: Inside DARKSPORE and THE SIMS: Medievil |
GDC AI Summit |
2011 |
|
| Rez Graham |
AI Pr0n: Maximum Exposure of your Debug Info |
GDC AI Summit |
2011 |
|
| Damian Isla |
Flirting with the Dark Side: Scripting and AI |
GDC AI Summit |
2011 |
|
| Damian Isla |
Lay of the Land: Smarter AI through Influence Maps |
GDC AI Summit |
2011 |
|
| Chris Jurney |
AI Unplugged: How Experienced Devs Think Through AI |
GDC AI Summit |
2011 |
|
| Dan Kline |
AI Development Postmortems: Inside DARKSPORE and THE SIMS: Medievil |
GDC AI Summit |
2011 |
|
| Alex Kring |
AI Navigation: It's Not a Solved Problem... Yet! |
GDC AI Summit |
2011 |
|
| Paul Kruszewski |
Staffing the Extras: Creating Convincing Background Characters |
GDC AI Summit |
2011 |
|
| Brett Laming |
AI Unplugged: How Experienced Devs Think Through AI |
GDC AI Summit |
2011 |
|
| Brett Laming |
Creating Your Building Blocks: Modular Component AI Systems |
GDC AI Summit |
2011 |
|
| Mike Lewis |
Flirting with the Dark Side: Scripting and AI |
GDC AI Summit |
2011 |
|
| Mike Lewis |
Turing Tantrums: AI Devs Rant! |
GDC AI Summit |
2011 |
|
| Dave Mark |
AI Unplugged: How Experienced Devs Think Through AI |
GDC AI Summit |
2011 |
|
| Dave Mark |
Turing Tantrums: AI Devs Rant! |
GDC AI Summit |
2011 |
|
| Dave Mark |
Using Randomness in AI: Both Sides of the Coin |
GDC AI Summit |
2011 |
|
| Michael Mateas |
Experimental Game AI: Live Demos of Innovation (2011) |
GDC AI Summit |
2011 |
|
| Joel McGinnis |
Creating Your Building Blocks: Modular Component AI Systems |
GDC AI Summit |
2011 |
|
| Lauren McHugh |
AI Development Postmortems: Inside DARKSPORE and THE SIMS: Medievil |
GDC AI Summit |
2011 |
|
| Borut Pfefier |
AI Unplugged: How Experienced Devs Think Through AI |
GDC AI Summit |
2011 |
|
| Brian Schwab |
AI Pr0n: Maximum Exposure of your Debug Info |
GDC AI Summit |
2011 |
|
| Brian Schwab |
AI Unplugged: How Experienced Devs Think Through AI |
GDC AI Summit |
2011 |
|
| Brian Schwab |
Turing Tantrums: AI Devs Rant! |
GDC AI Summit |
2011 |
|
| Brian Schwab |
Using Randomness in AI: Both Sides of the Coin |
GDC AI Summit |
2011 |
|
| Nathan Sturtevant |
AI Navigation: It's Not a Solved Problem... Yet! |
GDC AI Summit |
2011 |
|
| Ben Sunshine-Hill |
Staffing the Extras: Creating Convincing Background Characters |
GDC AI Summit |
2011 |
|
| Mike Lewis |
Managing the Masses |
GDC AI Summit |
2012 |
|
| Dave Mark |
Cover Me!: Promoting MMO Player Interaction through Advanced AI (GDC Austin 2009) |
GDC Austin/Online |
2009 |
|
| Dave Mark |
Rock-Paper-Scissors on Steroids: Leveraging Game Theory in Games |
GDC Austin/Online |
2010 |
|
| Soren Johnson |
Playing to Lose: AI and Civilization (Google Tech Talk) |
Other Venue |
2010 |
|
| Borut Pfefier |
Accessibility in AI Design (at UCSC Games & Playable Media) |
Other Venue |
2011 |
|
| Richard Evans |
Introducing Exclusion Logic as a Deontic Logic |
Published Paper |
|
|
| Richard Evans |
The Logical Form of Status-Function Declarations |
Published Paper |
|
|
| Robert Zubek |
Applying Inexpensive AI Techniques to Computer Games |
Published Paper |
2002 |
|
| Richard Evans |
Representing Personality Traits as Conditionals |
Published Paper |
2008 |
|
| Kevin Dill |
A Game AI Approach to Autonomous Control of Virtual Characters |
Published Paper |
2011 |
|
| Alex Champandard |
Behavior Trees for Next-Gen Game AI |
Web Article/Column |
2008 |
|
| Paul Tozour |
Fixing Pathfinding Once And For All |
Web Article/Column |
2008 |
|
| Paul Tozour |
Interviewing AI Developers |
Web Article/Column |
2008 |
|