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 106 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 |
|
| 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: Three Ways of Cultivating Strong AI |
GDC AI Summit |
2010 |
|
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Case Studies: AI in Recent Games |
GDC AI Summit |
2010 |
|
|
Creating Your Building Blocks: Modular Component AI Systems |
GDC AI Summit |
2011 |
|
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Deciding on an AI Architecture: Which Tool for the Job? |
GDC AI Summit |
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 |
|
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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 |
|
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Preparing for the Future: As a Professional Game AI Developer, What Should I Know? |
GDC AI Summit |
2009 |
|
| Kevin Dill |
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 |
|
|
Turing Tantrums: AI Devs Rant! |
GDC AI Summit |
2011 |
|
| Richard Evans |
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 |
|
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Experimental Game AI: Live Demos of Innovation (2011) |
GDC AI Summit |
2011 |
|
|
Turing Tantrums: AI Devs Rant! |
GDC AI Summit |
2011 |
|
| John Funge |
AI Developers Rant! |
GDC AI Summit |
2010 |
|
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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 |
|
| 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 |
|
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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 |
|
|
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Flirting with the Dark Side: Scripting and AI |
GDC AI Summit |
2011 |
|
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Lay of the Land: Smarter AI through Influence Maps |
GDC AI Summit |
2011 |
|
|
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 |
|
|
Answering the Designers' AI Wish List |
GDC AI Summit |
2010 |
|
| Chris Jurney |
AI Unplugged: How Experienced Devs Think Through AI |
GDC AI Summit |
2011 |
|
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Answering the Designers' AI Wish List |
GDC AI Summit |
2010 |
|
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Case Studies: AI in Recent Games |
GDC AI Summit |
2010 |
|
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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 |
|
|
Characters Welcome: Next Steps Towards Human AI |
GDC AI Summit |
2009 |
|
| 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 |
|
|
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 |
|
|
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 |
|
|
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 |
|
| Borut Pfefier |
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 |
|
| Stuart Reynolds |
The Photoshop of AI: Debating the Structure vs Style Decomposition of Game AI |
GDC AI Summit |
2009 |
|
| Charles Rich |
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 |
|
|
Turing Tantrums: AI Devs Rant! |
GDC AI Summit |
2011 |
|
|
Using Randomness in AI: Both Sides of the Coin |
GDC AI Summit |
2011 |
|
| Emily Short |
AI and Interactive Storytelling: How We Can Help Each Other |
GDC AI Summit |
2010 |
|
| 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 |
|
| Tara Teich |
AI and Designers: Mind the Gap |
GDC AI Summit |
2009 |
|
|
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 |
Characters Welcome: Next Steps Towards Human AI |
GDC AI Summit |
2009 |
|
|
Little Big AI: Rich Behavior on a Small Budget |
GDC AI Summit |
2010 |
|
|
Preparing for the Future: As a Professional Game AI Developer, What Should I Know? |
GDC AI Summit |
2009 |
|