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
Richard Evans Introducing Exclusion Logic as a Deontic Logic Published Paper
  
Richard Evans The Logical Form of Status-Function Declarations Published Paper
  
Damian Isla Beyond Behavior: An Introduction to Knowledge Representation GDC AI Summit
   
Michael Mateas An Oz-Centric Review of Interactive Drama and Believable Agents
  
Noah Wardrip-Fruin Expressive Processing
   
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)
  
Robert Zubek Robot Architectures for Believable Game Agents AAAI Game AI Workshop
  
Paul Tozour Influence Mapping (Game Programming Gems 2) Compilation Book
2001
 
Paul Tozour Strategic Assessment Techniques (Game Programming Gems 2) Compilation Book
2001
 
William van der Sterren Terrain Reasoning for 3D Action Games GDC
2001
  
Robert Zubek being-in-the-world AAAI Game AI Workshop
2001
  
Richard Evans Social Activities: Implementing Wittgenstein (GDC 2002) GDC
2002
  
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
 
Robert Zubek Applying Inexpensive AI Techniques to Computer Games Published Paper
2002
  
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
  
Paul Tozour Search Space Representations (AI Game Programming Wisdom 2) Compilation Book
2003
 
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
  
Arjen Beij Killzone’s AI : Dynamic Procedural Combat Tactics GDC
2005
  
Igor Borovikov An Orwellian Approach to AI Architecture GDC
2005
  
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
  
Damian Isla Handling Complexity in the Halo 2 AI GDC
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
  
Remco Straatman Killzone’s AI : Dynamic Procedural Combat Tactics GDC
2005
  
William van der Sterren Killzone’s AI : Dynamic Procedural Combat Tactics GDC
2005
  
Robert Zubek Hidden Markov Models for Interactive Social Agents Book
2005
  
Robert Zubek Hierarchical Parallel Markov Models of Interaction AIIDE
2005
  
Jeff Orkin Three States and a Plan: The A.I. of F.E.A.R. GDC
2006
   
Tara Teich AI Wall Building in Empire Earth II AIIDE
2006
  
Robert Zubek Introduction to Hidden Markov Models Compilation Book
2006
  
Soren Johnson A Work In Progress: Writing Civ 4's AI AIIDE
2007
  
Chris Jurney Dealing With Destruction GDC
2007
  
Nathan Sturtevant High Performance and Memory-Efficient Pathfinding in Dragon Age (AIIDE Paper) AIIDE
2007
  
Alex Champandard Behavior Trees for Next-Gen Game AI Web Article/Column
2008
  
Richard Evans Representing Personality Traits as Conditionals Published Paper
2008
  
Damian Isla Building a Better Battle: HALO 3 AI Objectives GDC
2008
  
Damian Isla Halo 3 Objective Trees: A Declarative Approach to Multi-agent Coordination AIIDE
2008
  
Soren Johnson Playing to Lose: AI and Civilization GDC
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
  
Paul Tozour Fixing Pathfinding Once And For All Web Article/Column
2008
  
Paul Tozour Interviewing AI Developers Web Article/Column
2008
  
Mark Wesley Navigating detailed worlds with a complex, physically driven loco,: NPC Skateboarder AI in Skate AIIDE
2008
  
Phil Carlisle Breaking the Cookie-Cutter: Modeling Individual Personality, Mood, and Emotion in Characters GDC AI Summit
2009
    
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
  
Kevin Dill The Art of Game AI: Sculpting Behavior with Data, Formulas, and Finesse GameX Industry Summit
2009
   
Richard Evans AIIDE 2009 - AI Challenges in Sims 3 - Richard Evans AIIDE
2009
  
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
  
Sergio Garces High-Performance AI for Dynamic Large-Scale Open Worlds in [PROTOTYPE] AIGameDev Interview
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 Next-Gen Content Creation for Next-Gen AI Foundations of Digital Games
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
  
Chris Jurney On the War Path: Tactical AI in Dawn of War 2 GDC
2009
  
Dan Kline Bringing Interactive Storytelling to Industry AIIDE
2009
   
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
  
Dave Mark Cover Me!: Promoting MMO Player Interaction through Advanced AI (GDC Austin 2009) GDC Austin/Online
2009
    
Dave Mark The Art of Game AI: Sculpting Behavior with Data, Formulas, and Finesse GameX Industry 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
  
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
  
Adam Russell AI and Designers: Mind the Gap GDC AI Summit
2009
  
Tara Teich AI and Designers: Mind the Gap GDC AI Summit
2009
  
Paul Tozour Particle Swarms in Metroid Prime 3′s Helios Boss with Paul Tozour AIGameDev Interview
2009
  
William van der Sterren Multi-Unit Planning with HTN and A* AIGameDev AI Conf.
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
  
Alex Champandard Finding a Better Way into Mordor: AI and the Games Industry
2010
  
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
  
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
  
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
  
Ian Holmes Experimental Game AI: Live Demos of Innovation (2010) GDC AI Summit
2010
  
Soren Johnson Answering the Designers' AI Wish List GDC AI Summit
2010
  
Soren Johnson Playing to Lose: AI and Civilization (Google Tech Talk) Other Venue
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 Dawn of War II and Real-Time Strategy AI AIGameDev Interview
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
    
Dave Mark Rock-Paper-Scissors on Steroids: Leveraging Game Theory in Games GDC Austin/Online
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
  
Sergio Ocio Barriales A dynamic decision-making model for game AI adapted to players' gaming styles
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 A Non-Modal Approach to Integrating Dialogue and Action AIIDE
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
  
Nathan Sturtevant High Performance and Memory-Efficient Pathfinding in Dragon Age (AIGameDev interview) AIGameDev Interview
2010
  
Ben Sunshine-Hill Perceptually Realistic Behavior through Alibi Generation AIIDE
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
  
Robert Zubek Needs-based AI Compilation Book
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 A Game AI Approach to Autonomous Control of Virtual Characters Published Paper
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
  
Dan Kline 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
   
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
  
Lauren McHugh DARKSPORE AI Post Mortem AIIDE
2011
  
Borut Pfefier Accessibility in AI Design (at UCSC Games & Playable Media) Other Venue
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
  
Robert Zubek Social Games and the Role of Simulation in a Social World AIIDE
2011
  
Mike Lewis Managing the Masses GDC AI Summit
2012
  
Sergio Ocio Barriales Adapting AI Behaviors To Players in Driver San Francisco: Hinted-Execution Behavior Trees AIIDE
2012
  
Paul Tozour Making Designers Obsolete? Evolution in Game Design AIGameDev Interview
2012
  

(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.