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 |
| 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) |
|
|
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| 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 |
|
| 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 |
|
| Paul Tozour |
Making Designers Obsolete? Evolution in Game Design |
AIGameDev Interview |
2012 |
|