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