AIGPG

Relevant Research, Papers, and Presentations

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.

Please note that some of these links may lead to content that is behind subscription or membership-only walls, and/or may be available for a fee. They are included here as a convenience to those who are either members of those sites or who are interested in purchasing access to that material. Because the AIGPG is not responsible for the content or availability of these links and how their status might change, we have not identified which are paid and which are free. We apologize for any confusion, inconvenience, or outright disappointment that may result in learning the status of this material after the jump.

Showing 190 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
  
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
  
Sergio Ocio Barriales A dynamic decision-making model for game AI adapted to players' gaming styles
2010
   
Adapting AI Behaviors To Players in Driver San Francisco: Hinted-Execution Behavior Trees AIIDE
2012
  
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
  

(More to come soon!)

Please note that many papers and other relevant material can be found in the many books that have been published on game AI.