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