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	<entry>
		<id>http://gameai.com/wiki/index.php?title=Medal_of_Honor:_Underground</id>
		<title>Medal of Honor: Underground</title>
		<link rel="alternate" type="text/html" href="http://gameai.com/wiki/index.php?title=Medal_of_Honor:_Underground"/>
				<updated>2011-08-15T14:40:59Z</updated>
		
		<summary type="html">&lt;p&gt;Dave Mark: /* Believable Behaivors */ spelling&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{template:HistoryOfAI}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{GameInfoBox&lt;br /&gt;
|gametitle=Medal of Honor: Underground&lt;br /&gt;
|imagefile=Medal_of_Honor_-_Underground_Coverart.png&lt;br /&gt;
|developer=Dreamworks Interactive&lt;br /&gt;
|publisher=Electronic Arts&lt;br /&gt;
|year=2000&lt;br /&gt;
|platforms=PSX&lt;br /&gt;
|genres=FPS&lt;br /&gt;
|era=Tactical Reasoning&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
''[http://en.wikipedia.org/wiki/Medal_of_Honor:_Underground Medal of Honor: Underground]'' is a videogame that is the prequel to the World War II hit ''Medal of Honor''. In ''Underground'', the player takes the role of Manon Batiste (Based on Helene Deschamps Adams), a French woman who appeared in the first game as an adviser.&lt;br /&gt;
&lt;br /&gt;
==Description of AI Behavior==&lt;br /&gt;
The AI in the original MoH game had been fairly rich. The enemies would use cover, attack in groups, and even throw back grenades the player tossed. In Underground, we wanted to further enrich that set of behaviors, as well as add some unique flavor to the game. Because of the incremental nature of this game, the AI had a huge amount of triggers that the AI would respond to. The inclusion of Disguise Mode (where the main character would dress as a journalist, and infiltrate areas in a non-combative way) meant there was also a large number of non combat behaviors that needed to be built for the AI characters as well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Notable Behaviors===&lt;br /&gt;
One of the things that the original game didn't have was any vehicles, from either side of the joystick. You were always on foot, and were always fighting against other soldiers on foot. The first thing I worked on for this game was AI controlled tanks, which added a lot of WWII flavor to the game. Also added the motorcycle level, which was a major departure in gameplay from the norm (it was more of an on rails shooter than the open world FPS game) and so it worked very well. Also, since the original game already had a nice complement of weapons, we were able to add some of the more esoteric weapons into the game (as well as having the AI characters use them). The AI had to be given behaviors to use and deal with all these new gameplay elements. The game also had a ton more story specific behaviors because the backstory was actually a much larger part of this game than in the first Medal of Honor.&lt;br /&gt;
Finally, the game had a full &amp;quot;companion&amp;quot; that was fully AI controlled and would either follow you through the level and help, or in some cases go off on his own and meet you in later parts of the level. This was a very large undertaking, since we didn't want this companion to be a sore spot if he acted stupid or didn't help in appreciable ways.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Architectures==&lt;br /&gt;
&lt;br /&gt;
===Scripted trigger based State Machine===&lt;br /&gt;
{{AuthorStamp|name=Brian Schwab|url=http://www.linkedin.com/pub/brian-schwab/0/687/507}}The entire game was created using small event driven scripts. These scripts could turn on/off various event triggers, set variables, play sounds, assign AI animations, or fire other events. Any individual event script was quite simple. The magic behind this game was the sheer amount of event scripts that comprised the AI. There were hundreds of reactive scripts that could be available during open gameplay, and hundreds more that were more serial in nature for story elements. For the most part, behavior collisions were handled with a very simple number based priority system, as well as randomly choosing when multiple behaviors of the same priority were available. Again, the architecture wasn't the key here. It was the sheer amount of AI content involved.&lt;br /&gt;
&lt;br /&gt;
==Post-Mortem==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===What Worked===&lt;br /&gt;
&lt;br /&gt;
====Believable Behaviors====&lt;br /&gt;
{{AuthorStamp|name=Brian Schwab|url=http://www.linkedin.com/pub/brian-schwab/0/687/507}}&lt;br /&gt;
Because of the richness of the total behavior set, the game really felt immersive and alive. The enemies had an enormous amount of potential behaviors at any given time, and as such didn't seem repetitive or overly scripted, instead there were many small atomic actions blending together into a much more organic sort of AI.&lt;br /&gt;
&lt;br /&gt;
====Many different types of interactions====&lt;br /&gt;
{{AuthorStamp|name=Brian Schwab|url=http://www.linkedin.com/pub/brian-schwab/0/687/507}}&lt;br /&gt;
The first Medal of Honor game was all combat, just in different locales. In Underground, we wanted to enrich the experience by giving the player other things to do. Some missions you were heavily involved with your AI companion. Other missions, you were disguised as a journalist and taking pictures of guards. There was a much larger bank of types of interactivity with Underground then there was before.&lt;br /&gt;
&lt;br /&gt;
===What Didn't Work===&lt;br /&gt;
&lt;br /&gt;
====Typical State Machine Issues====&lt;br /&gt;
{{AuthorStamp|name=Brian Schwab|url=http://www.linkedin.com/pub/brian-schwab/0/687/507}}&lt;br /&gt;
Classic state machine problems. Eventually, you get lots of reactions to a particular event, which means decision collisions. The trick is to just allow them, and randomly choose amongst the collisions. Making a ton of &amp;quot;equivalent&amp;quot; reactions that would be chosen between made the game seem much less deterministic and rich. Making very specific behaviors does nothing but make new categories of behavior that you then have a limited number of reactions to. This game required a lot more story moments than the first MoH, so there were a lot more specific event reactions. These definitely didn't feel as rich as the rest of the game, but this really only affected replay value, as opposed to how fun it was to play.&lt;br /&gt;
&lt;br /&gt;
====Obfuscation====&lt;br /&gt;
{{AuthorStamp|name=Brian Schwab|url=http://www.linkedin.com/pub/brian-schwab/0/687/507}}&lt;br /&gt;
Because the behaviors were described as a series of small scripts, the overall picture of behavior connectivity was largely in the author's head. There was no tool for visualizing this connected web of behaviors, and as such following the thread of potential AI activity could be tedious or even difficult to follow. Many greps died to bring you this information.&lt;br /&gt;
&lt;br /&gt;
==Reception by Public==&lt;br /&gt;
{{AuthorStamp|name=Brian Schwab|url=http://www.linkedin.com/pub/brian-schwab/0/687/507}}&lt;br /&gt;
Pretty successful overall. Game was reviewed well, and seen as a worthy sequel. There were still issues, but they were more because this was later in the life cycle of the PS1, and as such the next generation of game systems had started to come out (Sega Dreamcast, PS2 had just come out). So the lower graphic fidelity, much lower polygon counts, and some of the classic fixed point collision issues were not seen in the same light as they would have been just a year earlier.&lt;/div&gt;</summary>
		<author><name>Dave Mark</name></author>	</entry>

	<entry>
		<id>http://gameai.com/wiki/index.php?title=Medal_of_Honor:_Underground</id>
		<title>Medal of Honor: Underground</title>
		<link rel="alternate" type="text/html" href="http://gameai.com/wiki/index.php?title=Medal_of_Honor:_Underground"/>
				<updated>2011-08-08T19:30:12Z</updated>
		
		<summary type="html">&lt;p&gt;Dave Mark: Cleaned up author stamps&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{template:HistoryOfAI}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{GameInfoBox&lt;br /&gt;
|gametitle=Medal of Honor: Underground&lt;br /&gt;
|imagefile=Medal_of_Honor_-_Underground_Coverart.png&lt;br /&gt;
|developer=Dreamworks Interactive&lt;br /&gt;
|publisher=Electronic Arts&lt;br /&gt;
|year=2000&lt;br /&gt;
|platforms=PSX&lt;br /&gt;
|genres=FPS&lt;br /&gt;
|era=Tactical Reasoning&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
''[http://en.wikipedia.org/wiki/Medal_of_Honor:_Underground Medal of Honor: Underground]'' is a videogame that is the prequel to the World War II hit ''Medal of Honor''. In ''Underground'', the player takes the role of Manon Batiste (Based on Helene Deschamps Adams), a French woman who appeared in the first game as an adviser.&lt;br /&gt;
&lt;br /&gt;
==Description of AI Behavior==&lt;br /&gt;
The AI in the original MoH game had been fairly rich. The enemies would use cover, attack in groups, and even throw back grenades the player tossed. In Underground, we wanted to further enrich that set of behaviors, as well as add some unique flavor to the game. Because of the incremental nature of this game, the AI had a huge amount of triggers that the AI would respond to. The inclusion of Disguise Mode (where the main character would dress as a journalist, and infiltrate areas in a non-combative way) meant there was also a large number of non combat behaviors that needed to be built for the AI characters as well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Notable Behaviors===&lt;br /&gt;
One of the things that the original game didn't have was any vehicles, from either side of the joystick. You were always on foot, and were always fighting against other soldiers on foot. The first thing I worked on for this game was AI controlled tanks, which added a lot of WWII flavor to the game. Also added the motorcycle level, which was a major departure in gameplay from the norm (it was more of an on rails shooter than the open world FPS game) and so it worked very well. Also, since the original game already had a nice complement of weapons, we were able to add some of the more esoteric weapons into the game (as well as having the AI characters use them). The AI had to be given behaviors to use and deal with all these new gameplay elements. The game also had a ton more story specific behaviors because the backstory was actually a much larger part of this game than in the first Medal of Honor.&lt;br /&gt;
Finally, the game had a full &amp;quot;companion&amp;quot; that was fully AI controlled and would either follow you through the level and help, or in some cases go off on his own and meet you in later parts of the level. This was a very large undertaking, since we didn't want this companion to be a sore spot if he acted stupid or didn't help in appreciable ways.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Architectures==&lt;br /&gt;
&lt;br /&gt;
===Scripted trigger based State Machine===&lt;br /&gt;
{{AuthorStamp|name=Brian Schwab|url=http://www.linkedin.com/pub/brian-schwab/0/687/507}}The entire game was created using small event driven scripts. These scripts could turn on/off various event triggers, set variables, play sounds, assign AI animations, or fire other events. Any individual event script was quite simple. The magic behind this game was the sheer amount of event scripts that comprised the AI. There were hundreds of reactive scripts that could be available during open gameplay, and hundreds more that were more serial in nature for story elements. For the most part, behavior collisions were handled with a very simple number based priority system, as well as randomly choosing when multiple behaviors of the same priority were available. Again, the architecture wasn't the key here. It was the sheer amount of AI content involved.&lt;br /&gt;
&lt;br /&gt;
==Post-Mortem==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===What Worked===&lt;br /&gt;
&lt;br /&gt;
====Believable Behaivors====&lt;br /&gt;
{{AuthorStamp|name=Brian Schwab|url=http://www.linkedin.com/pub/brian-schwab/0/687/507}}&lt;br /&gt;
Because of the richness of the total behavior set, the game really felt immersive and alive. The enemies had an enormous amount of potential behaviors at any given time, and as such didn't seem repetitive or overly scripted, instead there were many small atomic actions blending together into a much more organic sort of AI.&lt;br /&gt;
&lt;br /&gt;
====Many different types of interactions====&lt;br /&gt;
{{AuthorStamp|name=Brian Schwab|url=http://www.linkedin.com/pub/brian-schwab/0/687/507}}&lt;br /&gt;
The first Medal of Honor game was all combat, just in different locales. In Underground, we wanted to enrich the experience by giving the player other things to do. Some missions you were heavily involved with your AI companion. Other missions, you were disguised as a journalist and taking pictures of guards. There was a much larger bank of types of interactivity with Underground then there was before.&lt;br /&gt;
&lt;br /&gt;
===What Didn't Work===&lt;br /&gt;
&lt;br /&gt;
====Typical State Machine Issues====&lt;br /&gt;
{{AuthorStamp|name=Brian Schwab|url=http://www.linkedin.com/pub/brian-schwab/0/687/507}}&lt;br /&gt;
Classic state machine problems. Eventually, you get lots of reactions to a particular event, which means decision collisions. The trick is to just allow them, and randomly choose amongst the collisions. Making a ton of &amp;quot;equivalent&amp;quot; reactions that would be chosen between made the game seem much less deterministic and rich. Making very specific behaviors does nothing but make new categories of behavior that you then have a limited number of reactions to. This game required a lot more story moments than the first MoH, so there were a lot more specific event reactions. These definitely didn't feel as rich as the rest of the game, but this really only affected replay value, as opposed to how fun it was to play.&lt;br /&gt;
&lt;br /&gt;
====Obfuscation====&lt;br /&gt;
{{AuthorStamp|name=Brian Schwab|url=http://www.linkedin.com/pub/brian-schwab/0/687/507}}&lt;br /&gt;
Because the behaviors were described as a series of small scripts, the overall picture of behavior connectivity was largely in the author's head. There was no tool for visualizing this connected web of behaviors, and as such following the thread of potential AI activity could be tedious or even difficult to follow. Many greps died to bring you this information.&lt;br /&gt;
&lt;br /&gt;
==Reception by Public==&lt;br /&gt;
{{AuthorStamp|name=Brian Schwab|url=http://www.linkedin.com/pub/brian-schwab/0/687/507}}&lt;br /&gt;
Pretty successful overall. Game was reviewed well, and seen as a worthy sequel. There were still issues, but they were more because this was later in the life cycle of the PS1, and as such the next generation of game systems had started to come out (Sega Dreamcast, PS2 had just come out). So the lower graphic fidelity, much lower polygon counts, and some of the classic fixed point collision issues were not seen in the same light as they would have been just a year earlier.&lt;/div&gt;</summary>
		<author><name>Dave Mark</name></author>	</entry>

	<entry>
		<id>http://gameai.com/wiki/index.php?title=Halo_3</id>
		<title>Halo 3</title>
		<link rel="alternate" type="text/html" href="http://gameai.com/wiki/index.php?title=Halo_3"/>
				<updated>2011-08-07T03:50:55Z</updated>
		
		<summary type="html">&lt;p&gt;Dave Mark: /* Declarative Logic */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{template:HistoryOfAI}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{GameInfoBox&lt;br /&gt;
|gametitle=Halo 3&lt;br /&gt;
|imagefile=Halo3Box.jpg&lt;br /&gt;
|developer=Bungie&lt;br /&gt;
|publisher=Microsoft Game Studios&lt;br /&gt;
|year=2007&lt;br /&gt;
|platforms=X360&lt;br /&gt;
|genres=FPS&lt;br /&gt;
|era=Tactical Reasoning&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Halo 3 is a first-person shooter game taking the player on a series of missions that engage in combat against various forms of alien life.&lt;br /&gt;
&lt;br /&gt;
==Description of AI Behavior==&lt;br /&gt;
The enemy agents in Halo 3 exhibited typical shooter game behaviors including moving, shooting, using cover, etc. Additionally, they acted in small tactical groups inside the scope of a battle and the battle as a whole exhibited large-scale coordination of all the units so that large team-based goals were accomplished.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Notable Behaviors===&lt;br /&gt;
The large-scale battle management was a hallmark of the Halo 3 AI. By approaching the entire encounter as a ''system'' that can be managed, the perceived result of battles was that all the enemies were working together toward a common goal such as coordinating the defense of a key target. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Architectures==&lt;br /&gt;
&lt;br /&gt;
===Declarative Logic===&lt;br /&gt;
{{AuthorStamp|name=Damián Isla|url=http://www.naimadgames.com}}&lt;br /&gt;
[[Halo 2]] used hand-designed [[Imperative Logic|imperative logic]] for the behaviors of the agents. That is, designers specified hard rules that the agents followed. The problem with this was that the complexity didn't scale to the levels desired for the design of Halo 3. Instead, Halo 3 utilized [[Declarative Logic|declarative logic]]. &lt;br /&gt;
&lt;br /&gt;
The underlying approach to this is similar to what is used in games such as [[The Sims]] where objects have &amp;quot;affordances&amp;quot; that can be measured and rated.&lt;br /&gt;
&lt;br /&gt;
===Encounter Zones===&lt;br /&gt;
{{AuthorStamp|name=Damián Isla|url=http://www.naimadgames.com}}&lt;br /&gt;
The battle management system in Halo 3 utilizes designer-placed ''zones'' where the activity takes place. This approach is likened to the &amp;quot;choreography&amp;quot; of the encounter. &lt;br /&gt;
&lt;br /&gt;
The encounter zones are, in effect, a strategic layer only. Once in the zone, the behavior of each agent is autonomous and, therefore, defined by the agent itself (subject to parameters of the zone).&lt;br /&gt;
&lt;br /&gt;
[[File:Halo3_zones.png|thumb|alt=Designer-placed zones in Halo 3|Designer-placed zones in Halo 3|250 px]]&lt;br /&gt;
As criteria of the zones are met, they change so that the location of the &amp;quot;choreographed&amp;quot; activity changes. For example, a zone could be set up that once the enemy loses a certain number of units, they would fall back to a 2nd zone. If they lose more units, they could be set to fall back again. The result is that it appears that the player is pushing the enemy back to successive strategic locations.&lt;br /&gt;
&lt;br /&gt;
In addition to the territory for each zone, the designer can specify the rules that are in effect for the zone. This includes:&lt;br /&gt;
:* The aggressiveness of the unit&lt;br /&gt;
:* The rules of engagement&lt;br /&gt;
:* Whether the enemies will follow the player&lt;br /&gt;
&lt;br /&gt;
===Task Trees===&lt;br /&gt;
{{AuthorStamp|name=Damián Isla|url=http://www.naimadgames.com}}&lt;br /&gt;
Instead of specifying details of &amp;quot;who should do what and when&amp;quot;, the designers were able to simply enumerate the tasks that needed doing as part of the mission (usually attached to the encounter zones above) and the system would figure who should do them. Tasks are given relative priorities. For example, a &amp;quot;plain language&amp;quot; version of this would read:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;“The most important thing is to guard the door, but if you can, also guard the hallway”&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
This could simply be accomplished by setting the values of guarding the door to a numerical priority higher than that of the guarding the hallway. Note that the priorities here are not for the individual actors but for the encounter ''as a whole''. &lt;br /&gt;
&lt;br /&gt;
Tasks can also have sub-tasks. This would read:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;“Guarding the hallway means guarding the front, the middle and the rear of the hallway.”&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
[[File:Halo3_task_tree.png|thumb|alt=A tree of tasks|A tree of tasks|250 px]]&lt;br /&gt;
While the structure of tasks and sub-tasks may look similar to the structure of a [[behavior tree]], there is a significant difference. While a behavior tree is generally trying to parse out the ''single action'' to take at a given time, the task tree is attempting to intelligently distribute enemies across all of the possible tasks.&lt;br /&gt;
&lt;br /&gt;
The tasks are self-describing given:&lt;br /&gt;
:* a priority, &lt;br /&gt;
:* a script fragments specified by the designer to determine when the task is activated, &lt;br /&gt;
:* a capacity for the task that is used for assigning the resources.&lt;br /&gt;
&lt;br /&gt;
The approach for distributing the tasks is to &amp;quot;pour the squads into the top of the tree&amp;quot; and allow them to filter down to the most important tasks that need to be filled ''right now''. As tasks are enabled and disabled, squads can be reassigned throughout the tree. For example, if a higher priority task is enabled, squads will be &amp;quot;pulled up&amp;quot; from lower priority tasks until the higher priority task is filled.&lt;br /&gt;
&lt;br /&gt;
===Squad Distribution===&lt;br /&gt;
{{AuthorStamp|name=Damián Isla|url=http://www.naimadgames.com}}&lt;br /&gt;
The distribution of squads across the task tree follows the following procedure:&lt;br /&gt;
&lt;br /&gt;
:* Consider a sub-tree fragment&lt;br /&gt;
:* Determine which tasks are active (using the script fragments)&lt;br /&gt;
:** Any squads assigned to a deactivated task are reassigned up to the parent&lt;br /&gt;
:* Divide tasks into groups of equal priority&lt;br /&gt;
:* Consider the group with the top priority&lt;br /&gt;
:* Collect squads from:&lt;br /&gt;
:** The parent&lt;br /&gt;
:** Tasks with ''lower'' priority than the current group&lt;br /&gt;
:* Distribute squads across tasks in the priority group&lt;br /&gt;
:** Recurse down the tree so that tasks that are ''parent'' tasks can distribute their squads accordingly&lt;br /&gt;
:* Move to the next lower priority group and repeat until there are no more tasks at that level&lt;br /&gt;
&lt;br /&gt;
The mapping of squads to tasks needs to respect two factors:&lt;br /&gt;
:* Respect the capacity constraint of the task&lt;br /&gt;
:* Minimize the cost function for the task&lt;br /&gt;
&lt;br /&gt;
The capacity restraints are slightly more complicated than simply (''proposed &amp;lt; maximum'') because agents are being assigned by ''squad'' rather than individually. Squads may be different sizes at any given time based on initial size and losses within the squad. This approach is solved using a classic [http://en.wikipedia.org/wiki/Bin_packing_problem bin packing] approach but with tolerances for sub-optimal results. One reason for this is that the focus is on the cost function rather than the optimal arrangement of squads.&lt;br /&gt;
&lt;br /&gt;
[[File:Halo3 minimizing cost function.png|thumb|alt=Coordinating movement|Coordinating movement|100 px]]&lt;br /&gt;
The cost function helps to determine which distribution of squads to tasks is the most preferable. It takes into account the following preferences:&lt;br /&gt;
:* Minimize travel distance per squad&lt;br /&gt;
:* Act in a coordinated fashion with other squads&lt;br /&gt;
:* Balance the task tree&lt;br /&gt;
:* Get near to the player&lt;br /&gt;
&lt;br /&gt;
While iterating through all the possible squad-to-task mappings was potentially expensive (''O(n&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;m)''), it was manageable due to the small numbers of squads and tasks. Regardless, they made a point to cache the costs of actions since that was the most expensive portion of the process. Additionally, the entire tree was time-sliced. Considering that there were numerous trees processing for different types of enemies, they would restrict that only certain trees were being processed at certain times.&lt;br /&gt;
&lt;br /&gt;
Filters were added to restrict types of agents were available to be assigned to a task. These included the type of characters, status of characters (in or out of vehicles), etc. This was done by returning an infinite value from the cost function so that the agent would not be considered for that task.&lt;br /&gt;
&lt;br /&gt;
===Behavior Trees===&lt;br /&gt;
{{NeedsInput}}&lt;br /&gt;
Individual agent actions are performed by [[behavior trees]] as they were in [[Halo 2]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Post-Mortem==&lt;br /&gt;
&lt;br /&gt;
===What Worked===&lt;br /&gt;
&lt;br /&gt;
====Declarative Approach====&lt;br /&gt;
The declarative approach in the strategic system allowed for more flexibility than the traditional imperative approach. Additionally, it required less direct control of agents. Designers could set ''concepts'' rather than individual ''behaviors''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Hierarchies====&lt;br /&gt;
The hierarchical nature of the strategic system allowed for more modularity and scalability. Because of the modular nature of the task system, the O(''n&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;'') complexity of a rule-based system was avoided. Instead, the system was simply O(''n'').&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Designer Tools====&lt;br /&gt;
Because of the way the system was organized, it allowed for creation of designer tools to streamline the production of the encounters. It was flexible enough to incorporate many of the designers' desired features.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===What Didn't Work===&lt;br /&gt;
&lt;br /&gt;
====Designer Training====&lt;br /&gt;
Because of the complexity of the designer authoring tools, designers needed to be trained on the use of the tool, the terminology, and the logical progression of how the canonical system worked.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Scripting vs. Objectives====&lt;br /&gt;
There were sometimes awkward relationships between the scripting system and the objectives-based system.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Fronts====&lt;br /&gt;
There were sometimes difficulties in &amp;quot;tying together&amp;quot; allied and enemy fronts so that battles seemed properly &amp;quot;aligned&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Squad Bucketing====&lt;br /&gt;
There were situations where the squad level wasn't the best arrangement of resources. For example, if you gave a sniper rifle to someone, he was still a member of the parent squad rather than occupying the &amp;quot;sniper&amp;quot; task.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Lessons Learned===&lt;br /&gt;
{{NeedsInput}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Reception by Public==&lt;br /&gt;
(TODO)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
{{reflist|url=http://www.bungie.net/images/Inside/publications/presentations/betterbattle.zip|sourcename=Building A Better Battle: The Halo 3 AI Objectives System (slides)|author=Damián Isla|year=2008|venue=GDC}}&lt;br /&gt;
{{reflist|url=http://www.gdcvault.com/play/497/Building-a-Better-Battle-HALO|sourcename=Building A Better Battle: The Halo 3 AI Objectives System (video)|author=Damián Isla|year=2008|venue=GDC}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
(ADD LATER)&lt;/div&gt;</summary>
		<author><name>Dave Mark</name></author>	</entry>

	<entry>
		<id>http://gameai.com/wiki/index.php?title=Game_Index</id>
		<title>Game Index</title>
		<link rel="alternate" type="text/html" href="http://gameai.com/wiki/index.php?title=Game_Index"/>
				<updated>2011-08-07T00:55:53Z</updated>
		
		<summary type="html">&lt;p&gt;Dave Mark: spacing&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{template:HistoryOfAI}}&lt;br /&gt;
&lt;br /&gt;
This is a list of games that currently have ''history of AI'' pages:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{template:TOC}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==0-9==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==A==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==B==&lt;br /&gt;
{{GameIndexEntry|title=Buffy the Vampire Slayer|page=Buffy the Vampire Slayer|developer=The Collective|publisher=Fox Interactive|year=2002|platforms=Xbox}}&lt;br /&gt;
{{GameIndexEntry|title=Black and White|page=Black &amp;amp; White|developer=Lionhead|publisher=Electronic Arts|year=2001|platforms=PC, Mac}}&lt;br /&gt;
&lt;br /&gt;
==C==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==D==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==E==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==F==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==G==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==H==&lt;br /&gt;
{{GameIndexEntry|title=Halo 2|page=Halo 2|developer=Bungie|publisher=Microsoft Game Studios|year=2004|platforms=Xbox, PC}}&lt;br /&gt;
{{GameIndexEntry|title=Halo 3|page=Halo 3|developer=Bungie|publisher=Microsoft Game Studios|year=2007|platforms=Xbox, PC}}&lt;br /&gt;
{{GameIndexEntry|title=Halo: Reach|page=Halo: Reach|developer=Bungie|publisher=Microsoft Game Studios|year=2010|platforms=X360}}&lt;br /&gt;
&lt;br /&gt;
==I==&lt;br /&gt;
{{GameIndexEntry|title=Independence War 2: Edge of Chaos|page=Independence War 2|developer=Particle Systems Ltd.|publisher=Infogrames|year=2001|platforms=PC}}&lt;br /&gt;
&lt;br /&gt;
==J==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==K==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==L==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==M==&lt;br /&gt;
{{GameIndexEntry|title=Medal of Honor: Underground|page=Medal of Honor: Underground|developer=Dreamworks Interactive|publisher=Electronic Arts|year=2000|platforms=Xbox}}&lt;br /&gt;
{{GameIndexEntry|title=Microsoft Baseball 3D|page=Microsoft Baseball 3D|developer=WizBang! Software Productions|publisher=Microsoft Game Studios|platforms=PC|year=1998}}&lt;br /&gt;
&lt;br /&gt;
==N==&lt;br /&gt;
{{GameIndexEntry|title=NBA Shootout 2003|page=NBA Shootout 2003|developer=989|publisher=Sony Computer Entertainment|year=2002|platforms=PS2}}&lt;br /&gt;
{{GameIndexEntry|title=NBA '09: The Inside|page=NBA '09: The Inside|developer=SCE San Diego|publisher=Sony Computer Entertainment|year=2008|platforms=PS2, PS3}}&lt;br /&gt;
&lt;br /&gt;
==O==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==P==&lt;br /&gt;
{{GameIndexEntry|title=Pac-Man|page=Pac-Man|developer=Namco|publisher=Namco, Midway|platforms=Arcade|year=1980}}&lt;br /&gt;
{{GameIndexEntry|title=Powerdrome|page=Powerdrome|developer=Argonaut Software|publisher=Mad Duck Productions|year=2004|platforms=PS2, Xbox, PC}}&lt;br /&gt;
&lt;br /&gt;
==Q==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==R==&lt;br /&gt;
{{GameIndexEntry|title=Rescue on Fractalus!|page=Rescue on Fractalus!|developer=Lucasfilm Games|publisher=Epyx, Atari, Activision|platforms=Amstrad CPC, Apple II, Atari 5200, Atari 8-bit, Commodore 64, Commodore 128, TRS-80 CoCo, ZX Spectrum|year=1984}}&lt;br /&gt;
&lt;br /&gt;
==S==&lt;br /&gt;
{{GameIndexEntry|title=SimCity|page=SimCity|developer=Maxis|publisher=Brøderbund|platforms=Amiga, Atari ST, C64, Macintosh, PC|year=1989}}&lt;br /&gt;
{{GameIndexEntry|title=The Sims|page=The Sims|developer=Maxis|publisher=Electronic Arts|platforms=PC, Macintosh, PS2, Xbox, GameCube|year=2000}}&lt;br /&gt;
{{GameIndexEntry|title=Sims 3|page=Sims 3|developer=Sims 3|publisher=Electronic Arts|platforms=Windows, Mac OS X, iOS, webOS, Android, Symbian^3, Nintendo DS, Nintendo 3DS, Wii, PS3, X360|year=2009}}&lt;br /&gt;
&lt;br /&gt;
==T==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==U==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==V==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==W==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==X==&lt;br /&gt;
{{GameIndexEntry|title=X3 Reunion|page=X3 Reunion|developer=Egosoft|publisher=Deep Silver, Enlight|platforms=PC|year=2005}}&lt;br /&gt;
&lt;br /&gt;
==Y==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Z==&lt;br /&gt;
&lt;br /&gt;
==Misc.==&lt;br /&gt;
{{GameIndexEntry|title=Game History Format|page=Game History Format|developer=Use this for new games|publisher=AIGPG|platforms=All|year=2011}}&lt;/div&gt;</summary>
		<author><name>Dave Mark</name></author>	</entry>

	<entry>
		<id>http://gameai.com/wiki/index.php?title=Halo_3</id>
		<title>Halo 3</title>
		<link rel="alternate" type="text/html" href="http://gameai.com/wiki/index.php?title=Halo_3"/>
				<updated>2011-08-06T21:34:19Z</updated>
		
		<summary type="html">&lt;p&gt;Dave Mark: spacing&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{template:HistoryOfAI}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{GameInfoBox&lt;br /&gt;
|gametitle=Halo 3&lt;br /&gt;
|imagefile=Halo3Box.jpg&lt;br /&gt;
|developer=Bungie&lt;br /&gt;
|publisher=Microsoft Game Studios&lt;br /&gt;
|year=2007&lt;br /&gt;
|platforms=X360&lt;br /&gt;
|genres=FPS&lt;br /&gt;
|era=Tactical Reasoning&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Halo 3 is a first-person shooter game taking the player on a series of missions that engage in combat against various forms of alien life.&lt;br /&gt;
&lt;br /&gt;
==Description of AI Behavior==&lt;br /&gt;
The enemy agents in Halo 3 exhibited typical shooter game behaviors including moving, shooting, using cover, etc. Additionally, they acted in small tactical groups inside the scope of a battle and the battle as a whole exhibited large-scale coordination of all the units so that large team-based goals were accomplished.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Notable Behaviors===&lt;br /&gt;
The large-scale battle management was a hallmark of the Halo 3 AI. By approaching the entire encounter as a ''system'' that can be managed, the perceived result of battles was that all the enemies were working together toward a common goal such as coordinating the defense of a key target. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Architectures==&lt;br /&gt;
&lt;br /&gt;
===Declarative Logic===&lt;br /&gt;
{{AuthorStamp|name=Damián Isla|url=http://www.naimadgames.com}}&lt;br /&gt;
Halo 2 used hand-designed [[Imperative Logic|imperative logic]] for the behaviors of the agents. That is, designers specified hard rules that the agents followed. The problem with this was that the complexity didn't scale to the levels desired for the design of Halo 3. Instead, Halo 3 utilized [[Declarative Logic|declarative logic]]. &lt;br /&gt;
&lt;br /&gt;
The underlying approach to this is similar to what is used in games such as [[The Sims]] where objects have &amp;quot;affordances&amp;quot; that can be measured and rated.&lt;br /&gt;
&lt;br /&gt;
===Encounter Zones===&lt;br /&gt;
{{AuthorStamp|name=Damián Isla|url=http://www.naimadgames.com}}&lt;br /&gt;
The battle management system in Halo 3 utilizes designer-placed ''zones'' where the activity takes place. This approach is likened to the &amp;quot;choreography&amp;quot; of the encounter. &lt;br /&gt;
&lt;br /&gt;
The encounter zones are, in effect, a strategic layer only. Once in the zone, the behavior of each agent is autonomous and, therefore, defined by the agent itself (subject to parameters of the zone).&lt;br /&gt;
&lt;br /&gt;
[[File:Halo3_zones.png|thumb|alt=Designer-placed zones in Halo 3|Designer-placed zones in Halo 3|250 px]]&lt;br /&gt;
As criteria of the zones are met, they change so that the location of the &amp;quot;choreographed&amp;quot; activity changes. For example, a zone could be set up that once the enemy loses a certain number of units, they would fall back to a 2nd zone. If they lose more units, they could be set to fall back again. The result is that it appears that the player is pushing the enemy back to successive strategic locations.&lt;br /&gt;
&lt;br /&gt;
In addition to the territory for each zone, the designer can specify the rules that are in effect for the zone. This includes:&lt;br /&gt;
:* The aggressiveness of the unit&lt;br /&gt;
:* The rules of engagement&lt;br /&gt;
:* Whether the enemies will follow the player&lt;br /&gt;
&lt;br /&gt;
===Task Trees===&lt;br /&gt;
{{AuthorStamp|name=Damián Isla|url=http://www.naimadgames.com}}&lt;br /&gt;
Instead of specifying details of &amp;quot;who should do what and when&amp;quot;, the designers were able to simply enumerate the tasks that needed doing as part of the mission (usually attached to the encounter zones above) and the system would figure who should do them. Tasks are given relative priorities. For example, a &amp;quot;plain language&amp;quot; version of this would read:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;“The most important thing is to guard the door, but if you can, also guard the hallway”&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
This could simply be accomplished by setting the values of guarding the door to a numerical priority higher than that of the guarding the hallway. Note that the priorities here are not for the individual actors but for the encounter ''as a whole''. &lt;br /&gt;
&lt;br /&gt;
Tasks can also have sub-tasks. This would read:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;“Guarding the hallway means guarding the front, the middle and the rear of the hallway.”&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
[[File:Halo3_task_tree.png|thumb|alt=A tree of tasks|A tree of tasks|250 px]]&lt;br /&gt;
While the structure of tasks and sub-tasks may look similar to the structure of a [[behavior tree]], there is a significant difference. While a behavior tree is generally trying to parse out the ''single action'' to take at a given time, the task tree is attempting to intelligently distribute enemies across all of the possible tasks.&lt;br /&gt;
&lt;br /&gt;
The tasks are self-describing given:&lt;br /&gt;
:* a priority, &lt;br /&gt;
:* a script fragments specified by the designer to determine when the task is activated, &lt;br /&gt;
:* a capacity for the task that is used for assigning the resources.&lt;br /&gt;
&lt;br /&gt;
The approach for distributing the tasks is to &amp;quot;pour the squads into the top of the tree&amp;quot; and allow them to filter down to the most important tasks that need to be filled ''right now''. As tasks are enabled and disabled, squads can be reassigned throughout the tree. For example, if a higher priority task is enabled, squads will be &amp;quot;pulled up&amp;quot; from lower priority tasks until the higher priority task is filled.&lt;br /&gt;
&lt;br /&gt;
===Squad Distribution===&lt;br /&gt;
{{AuthorStamp|name=Damián Isla|url=http://www.naimadgames.com}}&lt;br /&gt;
The distribution of squads across the task tree follows the following procedure:&lt;br /&gt;
&lt;br /&gt;
:* Consider a sub-tree fragment&lt;br /&gt;
:* Determine which tasks are active (using the script fragments)&lt;br /&gt;
:** Any squads assigned to a deactivated task are reassigned up to the parent&lt;br /&gt;
:* Divide tasks into groups of equal priority&lt;br /&gt;
:* Consider the group with the top priority&lt;br /&gt;
:* Collect squads from:&lt;br /&gt;
:** The parent&lt;br /&gt;
:** Tasks with ''lower'' priority than the current group&lt;br /&gt;
:* Distribute squads across tasks in the priority group&lt;br /&gt;
:** Recurse down the tree so that tasks that are ''parent'' tasks can distribute their squads accordingly&lt;br /&gt;
:* Move to the next lower priority group and repeat until there are no more tasks at that level&lt;br /&gt;
&lt;br /&gt;
The mapping of squads to tasks needs to respect two factors:&lt;br /&gt;
:* Respect the capacity constraint of the task&lt;br /&gt;
:* Minimize the cost function for the task&lt;br /&gt;
&lt;br /&gt;
The capacity restraints are slightly more complicated than simply (''proposed &amp;lt; maximum'') because agents are being assigned by ''squad'' rather than individually. Squads may be different sizes at any given time based on initial size and losses within the squad. This approach is solved using a classic [http://en.wikipedia.org/wiki/Bin_packing_problem bin packing] approach but with tolerances for sub-optimal results. One reason for this is that the focus is on the cost function rather than the optimal arrangement of squads.&lt;br /&gt;
&lt;br /&gt;
[[File:Halo3 minimizing cost function.png|thumb|alt=Coordinating movement|Coordinating movement|100 px]]&lt;br /&gt;
The cost function helps to determine which distribution of squads to tasks is the most preferable. It takes into account the following preferences:&lt;br /&gt;
:* Minimize travel distance per squad&lt;br /&gt;
:* Act in a coordinated fashion with other squads&lt;br /&gt;
:* Balance the task tree&lt;br /&gt;
:* Get near to the player&lt;br /&gt;
&lt;br /&gt;
While iterating through all the possible squad-to-task mappings was potentially expensive (''O(n&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;m)''), it was manageable due to the small numbers of squads and tasks. Regardless, they made a point to cache the costs of actions since that was the most expensive portion of the process. Additionally, the entire tree was time-sliced. Considering that there were numerous trees processing for different types of enemies, they would restrict that only certain trees were being processed at certain times.&lt;br /&gt;
&lt;br /&gt;
Filters were added to restrict types of agents were available to be assigned to a task. These included the type of characters, status of characters (in or out of vehicles), etc. This was done by returning an infinite value from the cost function so that the agent would not be considered for that task.&lt;br /&gt;
&lt;br /&gt;
===Behavior Trees===&lt;br /&gt;
{{NeedsInput}}&lt;br /&gt;
Individual agent actions are performed by [[behavior trees]] as they were in [[Halo 2]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Post-Mortem==&lt;br /&gt;
&lt;br /&gt;
===What Worked===&lt;br /&gt;
&lt;br /&gt;
====Declarative Approach====&lt;br /&gt;
The declarative approach in the strategic system allowed for more flexibility than the traditional imperative approach. Additionally, it required less direct control of agents. Designers could set ''concepts'' rather than individual ''behaviors''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Hierarchies====&lt;br /&gt;
The hierarchical nature of the strategic system allowed for more modularity and scalability. Because of the modular nature of the task system, the O(''n&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;'') complexity of a rule-based system was avoided. Instead, the system was simply O(''n'').&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Designer Tools====&lt;br /&gt;
Because of the way the system was organized, it allowed for creation of designer tools to streamline the production of the encounters. It was flexible enough to incorporate many of the designers' desired features.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===What Didn't Work===&lt;br /&gt;
&lt;br /&gt;
====Designer Training====&lt;br /&gt;
Because of the complexity of the designer authoring tools, designers needed to be trained on the use of the tool, the terminology, and the logical progression of how the canonical system worked.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Scripting vs. Objectives====&lt;br /&gt;
There were sometimes awkward relationships between the scripting system and the objectives-based system.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Fronts====&lt;br /&gt;
There were sometimes difficulties in &amp;quot;tying together&amp;quot; allied and enemy fronts so that battles seemed properly &amp;quot;aligned&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Squad Bucketing====&lt;br /&gt;
There were situations where the squad level wasn't the best arrangement of resources. For example, if you gave a sniper rifle to someone, he was still a member of the parent squad rather than occupying the &amp;quot;sniper&amp;quot; task.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Lessons Learned===&lt;br /&gt;
{{NeedsInput}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Reception by Public==&lt;br /&gt;
(TODO)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
{{reflist|url=http://www.bungie.net/images/Inside/publications/presentations/betterbattle.zip|sourcename=Building A Better Battle: The Halo 3 AI Objectives System (slides)|author=Damián Isla|year=2008|venue=GDC}}&lt;br /&gt;
{{reflist|url=http://www.gdcvault.com/play/497/Building-a-Better-Battle-HALO|sourcename=Building A Better Battle: The Halo 3 AI Objectives System (video)|author=Damián Isla|year=2008|venue=GDC}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
(ADD LATER)&lt;/div&gt;</summary>
		<author><name>Dave Mark</name></author>	</entry>

	<entry>
		<id>http://gameai.com/wiki/index.php?title=Halo_3</id>
		<title>Halo 3</title>
		<link rel="alternate" type="text/html" href="http://gameai.com/wiki/index.php?title=Halo_3"/>
				<updated>2011-08-06T21:33:20Z</updated>
		
		<summary type="html">&lt;p&gt;Dave Mark: /* Behavior Trees */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{template:HistoryOfAI}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{GameInfoBox&lt;br /&gt;
|gametitle=Halo 3&lt;br /&gt;
|imagefile=Halo3Box.jpg&lt;br /&gt;
|developer=Bungie&lt;br /&gt;
|publisher=Microsoft Game Studios&lt;br /&gt;
|year=2007&lt;br /&gt;
|platforms=X360&lt;br /&gt;
|genres=FPS&lt;br /&gt;
|era=Tactical Reasoning&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Halo 3 is a first-person shooter game taking the player on a series of missions that engage in combat against various forms of alien life.&lt;br /&gt;
&lt;br /&gt;
==Description of AI Behavior==&lt;br /&gt;
The enemy agents in Halo 3 exhibited typical shooter game behaviors including moving, shooting, using cover, etc. Additionally, they acted in small tactical groups inside the scope of a battle and the battle as a whole exhibited large-scale coordination of all the units so that large team-based goals were accomplished.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Notable Behaviors===&lt;br /&gt;
The large-scale battle management was a hallmark of the Halo 3 AI. By approaching the entire encounter as a ''system'' that can be managed, the perceived result of battles was that all the enemies were working together toward a common goal such as coordinating the defense of a key target. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Architectures==&lt;br /&gt;
&lt;br /&gt;
===Declarative Logic===&lt;br /&gt;
{{AuthorStamp|name=Damián Isla|url=http://www.naimadgames.com}}&lt;br /&gt;
Halo 2 used hand-designed [[Imperative Logic|imperative logic]] for the behaviors of the agents. That is, designers specified hard rules that the agents followed. The problem with this was that the complexity didn't scale to the levels desired for the design of Halo 3. Instead, Halo 3 utilized [[Declarative Logic|declarative logic]]. &lt;br /&gt;
&lt;br /&gt;
The underlying approach to this is similar to what is used in games such as [[The Sims]] where objects have &amp;quot;affordances&amp;quot; that can be measured and rated.&lt;br /&gt;
&lt;br /&gt;
===Encounter Zones===&lt;br /&gt;
{{AuthorStamp|name=Damián Isla|url=http://www.naimadgames.com}}&lt;br /&gt;
The battle management system in Halo 3 utilizes designer-placed ''zones'' where the activity takes place. This approach is likened to the &amp;quot;choreography&amp;quot; of the encounter. &lt;br /&gt;
&lt;br /&gt;
The encounter zones are, in effect, a strategic layer only. Once in the zone, the behavior of each agent is autonomous and, therefore, defined by the agent itself (subject to parameters of the zone).&lt;br /&gt;
&lt;br /&gt;
[[File:Halo3_zones.png|thumb|alt=Designer-placed zones in Halo 3|Designer-placed zones in Halo 3|250 px]]&lt;br /&gt;
As criteria of the zones are met, they change so that the location of the &amp;quot;choreographed&amp;quot; activity changes. For example, a zone could be set up that once the enemy loses a certain number of units, they would fall back to a 2nd zone. If they lose more units, they could be set to fall back again. The result is that it appears that the player is pushing the enemy back to successive strategic locations.&lt;br /&gt;
&lt;br /&gt;
In addition to the territory for each zone, the designer can specify the rules that are in effect for the zone. This includes:&lt;br /&gt;
:* The aggressiveness of the unit&lt;br /&gt;
:* The rules of engagement&lt;br /&gt;
:* Whether the enemies will follow the player&lt;br /&gt;
&lt;br /&gt;
===Task Trees===&lt;br /&gt;
{{AuthorStamp|name=Damián Isla|url=http://www.naimadgames.com}}&lt;br /&gt;
Instead of specifying details of &amp;quot;who should do what and when&amp;quot;, the designers were able to simply enumerate the tasks that needed doing as part of the mission (usually attached to the encounter zones above) and the system would figure who should do them. Tasks are given relative priorities. For example, a &amp;quot;plain language&amp;quot; version of this would read:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;“The most important thing is to guard the door, but if you can, also guard the hallway”&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
This could simply be accomplished by setting the values of guarding the door to a numerical priority higher than that of the guarding the hallway. Note that the priorities here are not for the individual actors but for the encounter ''as a whole''. &lt;br /&gt;
&lt;br /&gt;
Tasks can also have sub-tasks. This would read:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;“Guarding the hallway means guarding the front, the middle and the rear of the hallway.”&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
[[File:Halo3_task_tree.png|thumb|alt=A tree of tasks|A tree of tasks|250 px]]&lt;br /&gt;
While the structure of tasks and sub-tasks may look similar to the structure of a [[behavior tree]], there is a significant difference. While a behavior tree is generally trying to parse out the ''single action'' to take at a given time, the task tree is attempting to intelligently distribute enemies across all of the possible tasks.&lt;br /&gt;
&lt;br /&gt;
The tasks are self-describing given:&lt;br /&gt;
:* a priority, &lt;br /&gt;
:* a script fragments specified by the designer to determine when the task is activated, &lt;br /&gt;
:* a capacity for the task that is used for assigning the resources.&lt;br /&gt;
&lt;br /&gt;
The approach for distributing the tasks is to &amp;quot;pour the squads into the top of the tree&amp;quot; and allow them to filter down to the most important tasks that need to be filled ''right now''. As tasks are enabled and disabled, squads can be reassigned throughout the tree. For example, if a higher priority task is enabled, squads will be &amp;quot;pulled up&amp;quot; from lower priority tasks until the higher priority task is filled.&lt;br /&gt;
&lt;br /&gt;
===Squad Distribution===&lt;br /&gt;
{{AuthorStamp|name=Damián Isla|url=http://www.naimadgames.com}}&lt;br /&gt;
The distribution of squads across the task tree follows the following procedure:&lt;br /&gt;
&lt;br /&gt;
:* Consider a sub-tree fragment&lt;br /&gt;
:* Determine which tasks are active (using the script fragments)&lt;br /&gt;
:** Any squads assigned to a deactivated task are reassigned up to the parent&lt;br /&gt;
:* Divide tasks into groups of equal priority&lt;br /&gt;
:* Consider the group with the top priority&lt;br /&gt;
:* Collect squads from:&lt;br /&gt;
:** The parent&lt;br /&gt;
:** Tasks with ''lower'' priority than the current group&lt;br /&gt;
:* Distribute squads across tasks in the priority group&lt;br /&gt;
:** Recurse down the tree so that tasks that are ''parent'' tasks can distribute their squads accordingly&lt;br /&gt;
:* Move to the next lower priority group and repeat until there are no more tasks at that level&lt;br /&gt;
&lt;br /&gt;
The mapping of squads to tasks needs to respect two factors:&lt;br /&gt;
:* Respect the capacity constraint of the task&lt;br /&gt;
:* Minimize the cost function for the task&lt;br /&gt;
&lt;br /&gt;
The capacity restraints are slightly more complicated than simply (''proposed &amp;lt; maximum'') because agents are being assigned by ''squad'' rather than individually. Squads may be different sizes at any given time based on initial size and losses within the squad. This approach is solved using a classic [http://en.wikipedia.org/wiki/Bin_packing_problem bin packing] approach but with tolerances for sub-optimal results. One reason for this is that the focus is on the cost function rather than the optimal arrangement of squads.&lt;br /&gt;
&lt;br /&gt;
[[File:Halo3 minimizing cost function.png|thumb|alt=Coordinating movement|Coordinating movement|100 px]]&lt;br /&gt;
The cost function helps to determine which distribution of squads to tasks is the most preferable. It takes into account the following preferences:&lt;br /&gt;
:* Minimize travel distance per squad&lt;br /&gt;
:* Act in a coordinated fashion with other squads&lt;br /&gt;
:* Balance the task tree&lt;br /&gt;
:* Get near to the player&lt;br /&gt;
&lt;br /&gt;
While iterating through all the possible squad-to-task mappings was potentially expensive (''O(n&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;m)''), it was manageable due to the small numbers of squads and tasks. Regardless, they made a point to cache the costs of actions since that was the most expensive portion of the process. Additionally, the entire tree was time-sliced. Considering that there were numerous trees processing for different types of enemies, they would restrict that only certain trees were being processed at certain times.&lt;br /&gt;
&lt;br /&gt;
Filters were added to restrict types of agents were available to be assigned to a task. These included the type of characters, status of characters (in or out of vehicles), etc. This was done by returning an infinite value from the cost function so that the agent would not be considered for that task.&lt;br /&gt;
&lt;br /&gt;
===Behavior Trees===&lt;br /&gt;
{{NeedsInput}}&lt;br /&gt;
Individual agent actions are performed by [[behavior trees]] as they were in [[Halo 2]].&lt;br /&gt;
&lt;br /&gt;
==Post-Mortem==&lt;br /&gt;
&lt;br /&gt;
===What Worked===&lt;br /&gt;
&lt;br /&gt;
====Declarative Approach====&lt;br /&gt;
The declarative approach in the strategic system allowed for more flexibility than the traditional imperative approach. Additionally, it required less direct control of agents. Designers could set ''concepts'' rather than individual ''behaviors''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Hierarchies====&lt;br /&gt;
The hierarchical nature of the strategic system allowed for more modularity and scalability. Because of the modular nature of the task system, the O(''n&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;'') complexity of a rule-based system was avoided. Instead, the system was simply O(''n'').&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Designer Tools====&lt;br /&gt;
Because of the way the system was organized, it allowed for creation of designer tools to streamline the production of the encounters. It was flexible enough to incorporate many of the designers' desired features.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===What Didn't Work===&lt;br /&gt;
&lt;br /&gt;
====Designer Training====&lt;br /&gt;
Because of the complexity of the designer authoring tools, designers needed to be trained on the use of the tool, the terminology, and the logical progression of how the canonical system worked.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Scripting vs. Objectives====&lt;br /&gt;
There were sometimes awkward relationships between the scripting system and the objectives-based system.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Fronts====&lt;br /&gt;
There were sometimes difficulties in &amp;quot;tying together&amp;quot; allied and enemy fronts so that battles seemed properly &amp;quot;aligned&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Squad Bucketing====&lt;br /&gt;
There were situations where the squad level wasn't the best arrangement of resources. For example, if you gave a sniper rifle to someone, he was still a member of the parent squad rather than occupying the &amp;quot;sniper&amp;quot; task.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Lessons Learned===&lt;br /&gt;
{{NeedsInput}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Reception by Public==&lt;br /&gt;
(TODO)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
{{reflist|url=http://www.bungie.net/images/Inside/publications/presentations/betterbattle.zip|sourcename=Building A Better Battle: The Halo 3 AI Objectives System (slides)|author=Damián Isla|year=2008|venue=GDC}}&lt;br /&gt;
{{reflist|url=http://www.gdcvault.com/play/497/Building-a-Better-Battle-HALO|sourcename=Building A Better Battle: The Halo 3 AI Objectives System (video)|author=Damián Isla|year=2008|venue=GDC}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
(ADD LATER)&lt;/div&gt;</summary>
		<author><name>Dave Mark</name></author>	</entry>

	<entry>
		<id>http://gameai.com/wiki/index.php?title=Halo_3</id>
		<title>Halo 3</title>
		<link rel="alternate" type="text/html" href="http://gameai.com/wiki/index.php?title=Halo_3"/>
				<updated>2011-08-06T21:30:19Z</updated>
		
		<summary type="html">&lt;p&gt;Dave Mark: Initial creation based on Damian's &amp;quot;Better Battle&amp;quot; GDC presentation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{template:HistoryOfAI}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{GameInfoBox&lt;br /&gt;
|gametitle=Halo 3&lt;br /&gt;
|imagefile=Halo3Box.jpg&lt;br /&gt;
|developer=Bungie&lt;br /&gt;
|publisher=Microsoft Game Studios&lt;br /&gt;
|year=2007&lt;br /&gt;
|platforms=X360&lt;br /&gt;
|genres=FPS&lt;br /&gt;
|era=Tactical Reasoning&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Halo 3 is a first-person shooter game taking the player on a series of missions that engage in combat against various forms of alien life.&lt;br /&gt;
&lt;br /&gt;
==Description of AI Behavior==&lt;br /&gt;
The enemy agents in Halo 3 exhibited typical shooter game behaviors including moving, shooting, using cover, etc. Additionally, they acted in small tactical groups inside the scope of a battle and the battle as a whole exhibited large-scale coordination of all the units so that large team-based goals were accomplished.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Notable Behaviors===&lt;br /&gt;
The large-scale battle management was a hallmark of the Halo 3 AI. By approaching the entire encounter as a ''system'' that can be managed, the perceived result of battles was that all the enemies were working together toward a common goal such as coordinating the defense of a key target. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Architectures==&lt;br /&gt;
&lt;br /&gt;
===Declarative Logic===&lt;br /&gt;
{{AuthorStamp|name=Damián Isla|url=http://www.naimadgames.com}}&lt;br /&gt;
Halo 2 used hand-designed [[Imperative Logic|imperative logic]] for the behaviors of the agents. That is, designers specified hard rules that the agents followed. The problem with this was that the complexity didn't scale to the levels desired for the design of Halo 3. Instead, Halo 3 utilized [[Declarative Logic|declarative logic]]. &lt;br /&gt;
&lt;br /&gt;
The underlying approach to this is similar to what is used in games such as [[The Sims]] where objects have &amp;quot;affordances&amp;quot; that can be measured and rated.&lt;br /&gt;
&lt;br /&gt;
===Encounter Zones===&lt;br /&gt;
{{AuthorStamp|name=Damián Isla|url=http://www.naimadgames.com}}&lt;br /&gt;
The battle management system in Halo 3 utilizes designer-placed ''zones'' where the activity takes place. This approach is likened to the &amp;quot;choreography&amp;quot; of the encounter. &lt;br /&gt;
&lt;br /&gt;
The encounter zones are, in effect, a strategic layer only. Once in the zone, the behavior of each agent is autonomous and, therefore, defined by the agent itself (subject to parameters of the zone).&lt;br /&gt;
&lt;br /&gt;
[[File:Halo3_zones.png|thumb|alt=Designer-placed zones in Halo 3|Designer-placed zones in Halo 3|250 px]]&lt;br /&gt;
As criteria of the zones are met, they change so that the location of the &amp;quot;choreographed&amp;quot; activity changes. For example, a zone could be set up that once the enemy loses a certain number of units, they would fall back to a 2nd zone. If they lose more units, they could be set to fall back again. The result is that it appears that the player is pushing the enemy back to successive strategic locations.&lt;br /&gt;
&lt;br /&gt;
In addition to the territory for each zone, the designer can specify the rules that are in effect for the zone. This includes:&lt;br /&gt;
:* The aggressiveness of the unit&lt;br /&gt;
:* The rules of engagement&lt;br /&gt;
:* Whether the enemies will follow the player&lt;br /&gt;
&lt;br /&gt;
===Task Trees===&lt;br /&gt;
{{AuthorStamp|name=Damián Isla|url=http://www.naimadgames.com}}&lt;br /&gt;
Instead of specifying details of &amp;quot;who should do what and when&amp;quot;, the designers were able to simply enumerate the tasks that needed doing as part of the mission (usually attached to the encounter zones above) and the system would figure who should do them. Tasks are given relative priorities. For example, a &amp;quot;plain language&amp;quot; version of this would read:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;“The most important thing is to guard the door, but if you can, also guard the hallway”&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
This could simply be accomplished by setting the values of guarding the door to a numerical priority higher than that of the guarding the hallway. Note that the priorities here are not for the individual actors but for the encounter ''as a whole''. &lt;br /&gt;
&lt;br /&gt;
Tasks can also have sub-tasks. This would read:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;“Guarding the hallway means guarding the front, the middle and the rear of the hallway.”&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
[[File:Halo3_task_tree.png|thumb|alt=A tree of tasks|A tree of tasks|250 px]]&lt;br /&gt;
While the structure of tasks and sub-tasks may look similar to the structure of a [[behavior tree]], there is a significant difference. While a behavior tree is generally trying to parse out the ''single action'' to take at a given time, the task tree is attempting to intelligently distribute enemies across all of the possible tasks.&lt;br /&gt;
&lt;br /&gt;
The tasks are self-describing given:&lt;br /&gt;
:* a priority, &lt;br /&gt;
:* a script fragments specified by the designer to determine when the task is activated, &lt;br /&gt;
:* a capacity for the task that is used for assigning the resources.&lt;br /&gt;
&lt;br /&gt;
The approach for distributing the tasks is to &amp;quot;pour the squads into the top of the tree&amp;quot; and allow them to filter down to the most important tasks that need to be filled ''right now''. As tasks are enabled and disabled, squads can be reassigned throughout the tree. For example, if a higher priority task is enabled, squads will be &amp;quot;pulled up&amp;quot; from lower priority tasks until the higher priority task is filled.&lt;br /&gt;
&lt;br /&gt;
===Squad Distribution===&lt;br /&gt;
{{AuthorStamp|name=Damián Isla|url=http://www.naimadgames.com}}&lt;br /&gt;
The distribution of squads across the task tree follows the following procedure:&lt;br /&gt;
&lt;br /&gt;
:* Consider a sub-tree fragment&lt;br /&gt;
:* Determine which tasks are active (using the script fragments)&lt;br /&gt;
:** Any squads assigned to a deactivated task are reassigned up to the parent&lt;br /&gt;
:* Divide tasks into groups of equal priority&lt;br /&gt;
:* Consider the group with the top priority&lt;br /&gt;
:* Collect squads from:&lt;br /&gt;
:** The parent&lt;br /&gt;
:** Tasks with ''lower'' priority than the current group&lt;br /&gt;
:* Distribute squads across tasks in the priority group&lt;br /&gt;
:** Recurse down the tree so that tasks that are ''parent'' tasks can distribute their squads accordingly&lt;br /&gt;
:* Move to the next lower priority group and repeat until there are no more tasks at that level&lt;br /&gt;
&lt;br /&gt;
The mapping of squads to tasks needs to respect two factors:&lt;br /&gt;
:* Respect the capacity constraint of the task&lt;br /&gt;
:* Minimize the cost function for the task&lt;br /&gt;
&lt;br /&gt;
The capacity restraints are slightly more complicated than simply (''proposed &amp;lt; maximum'') because agents are being assigned by ''squad'' rather than individually. Squads may be different sizes at any given time based on initial size and losses within the squad. This approach is solved using a classic [http://en.wikipedia.org/wiki/Bin_packing_problem bin packing] approach but with tolerances for sub-optimal results. One reason for this is that the focus is on the cost function rather than the optimal arrangement of squads.&lt;br /&gt;
&lt;br /&gt;
[[File:Halo3 minimizing cost function.png|thumb|alt=Coordinating movement|Coordinating movement|100 px]]&lt;br /&gt;
The cost function helps to determine which distribution of squads to tasks is the most preferable. It takes into account the following preferences:&lt;br /&gt;
:* Minimize travel distance per squad&lt;br /&gt;
:* Act in a coordinated fashion with other squads&lt;br /&gt;
:* Balance the task tree&lt;br /&gt;
:* Get near to the player&lt;br /&gt;
&lt;br /&gt;
While iterating through all the possible squad-to-task mappings was potentially expensive (''O(n&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;m)''), it was manageable due to the small numbers of squads and tasks. Regardless, they made a point to cache the costs of actions since that was the most expensive portion of the process. Additionally, the entire tree was time-sliced. Considering that there were numerous trees processing for different types of enemies, they would restrict that only certain trees were being processed at certain times.&lt;br /&gt;
&lt;br /&gt;
Filters were added to restrict types of agents were available to be assigned to a task. These included the type of characters, status of characters (in or out of vehicles), etc. This was done by returning an infinite value from the cost function so that the agent would not be considered for that task.&lt;br /&gt;
&lt;br /&gt;
===Behavior Trees===&lt;br /&gt;
Individual agent actions are performed by [[behavior trees]] as they were in [[Halo 2]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Post-Mortem==&lt;br /&gt;
&lt;br /&gt;
===What Worked===&lt;br /&gt;
&lt;br /&gt;
====Declarative Approach====&lt;br /&gt;
The declarative approach in the strategic system allowed for more flexibility than the traditional imperative approach. Additionally, it required less direct control of agents. Designers could set ''concepts'' rather than individual ''behaviors''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Hierarchies====&lt;br /&gt;
The hierarchical nature of the strategic system allowed for more modularity and scalability. Because of the modular nature of the task system, the O(''n&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;'') complexity of a rule-based system was avoided. Instead, the system was simply O(''n'').&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Designer Tools====&lt;br /&gt;
Because of the way the system was organized, it allowed for creation of designer tools to streamline the production of the encounters. It was flexible enough to incorporate many of the designers' desired features.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===What Didn't Work===&lt;br /&gt;
&lt;br /&gt;
====Designer Training====&lt;br /&gt;
Because of the complexity of the designer authoring tools, designers needed to be trained on the use of the tool, the terminology, and the logical progression of how the canonical system worked.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Scripting vs. Objectives====&lt;br /&gt;
There were sometimes awkward relationships between the scripting system and the objectives-based system.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Fronts====&lt;br /&gt;
There were sometimes difficulties in &amp;quot;tying together&amp;quot; allied and enemy fronts so that battles seemed properly &amp;quot;aligned&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Squad Bucketing====&lt;br /&gt;
There were situations where the squad level wasn't the best arrangement of resources. For example, if you gave a sniper rifle to someone, he was still a member of the parent squad rather than occupying the &amp;quot;sniper&amp;quot; task.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Lessons Learned===&lt;br /&gt;
{{NeedsInput}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Reception by Public==&lt;br /&gt;
(TODO)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
{{reflist|url=http://www.bungie.net/images/Inside/publications/presentations/betterbattle.zip|sourcename=Building A Better Battle: The Halo 3 AI Objectives System (slides)|author=Damián Isla|year=2008|venue=GDC}}&lt;br /&gt;
{{reflist|url=http://www.gdcvault.com/play/497/Building-a-Better-Battle-HALO|sourcename=Building A Better Battle: The Halo 3 AI Objectives System (video)|author=Damián Isla|year=2008|venue=GDC}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
(ADD LATER)&lt;/div&gt;</summary>
		<author><name>Dave Mark</name></author>	</entry>

	<entry>
		<id>http://gameai.com/wiki/index.php?title=File:Halo3_minimizing_cost_function.png</id>
		<title>File:Halo3 minimizing cost function.png</title>
		<link rel="alternate" type="text/html" href="http://gameai.com/wiki/index.php?title=File:Halo3_minimizing_cost_function.png"/>
				<updated>2011-08-06T20:57:34Z</updated>
		
		<summary type="html">&lt;p&gt;Dave Mark: Coordinating movement by agents to minimize a cost function based on distance traveled.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Coordinating movement by agents to minimize a cost function based on distance traveled.&lt;/div&gt;</summary>
		<author><name>Dave Mark</name></author>	</entry>

	<entry>
		<id>http://gameai.com/wiki/index.php?title=File:Halo3_task_tree.png</id>
		<title>File:Halo3 task tree.png</title>
		<link rel="alternate" type="text/html" href="http://gameai.com/wiki/index.php?title=File:Halo3_task_tree.png"/>
				<updated>2011-08-06T20:13:13Z</updated>
		
		<summary type="html">&lt;p&gt;Dave Mark: A tree of tasks in Halo 3. (Take from &amp;quot;Building a Better Battle&amp;quot; by Damián Isla.)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A tree of tasks in Halo 3. (Take from &amp;quot;Building a Better Battle&amp;quot; by Damián Isla.)&lt;/div&gt;</summary>
		<author><name>Dave Mark</name></author>	</entry>

	<entry>
		<id>http://gameai.com/wiki/index.php?title=File:Halo3_zones.png</id>
		<title>File:Halo3 zones.png</title>
		<link rel="alternate" type="text/html" href="http://gameai.com/wiki/index.php?title=File:Halo3_zones.png"/>
				<updated>2011-08-06T19:30:20Z</updated>
		
		<summary type="html">&lt;p&gt;Dave Mark: Example of designer-placed combat zones in Halo 3. (Take from &amp;quot;Building a Better Battle&amp;quot; by Damián Isla.)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Example of designer-placed combat zones in Halo 3. (Take from &amp;quot;Building a Better Battle&amp;quot; by Damián Isla.)&lt;/div&gt;</summary>
		<author><name>Dave Mark</name></author>	</entry>

	<entry>
		<id>http://gameai.com/wiki/index.php?title=Game_Index</id>
		<title>Game Index</title>
		<link rel="alternate" type="text/html" href="http://gameai.com/wiki/index.php?title=Game_Index"/>
				<updated>2011-07-29T03:32:37Z</updated>
		
		<summary type="html">&lt;p&gt;Dave Mark: Moved Sims to be under &amp;quot;s&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{template:HistoryOfAI}}&lt;br /&gt;
&lt;br /&gt;
This is a list of games that currently have ''history of AI'' pages:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{template:TOC}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==0-9==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==A==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==B==&lt;br /&gt;
{{GameIndexEntry|title=Buffy the Vampire Slayer|page=Buffy the Vampire Slayer|developer=The Collective|publisher=Fox Interactive|year=2002|platforms=Xbox}}&lt;br /&gt;
{{GameIndexEntry|title=Black and White|page=Black &amp;amp; White|developer=Lionhead|publisher=Electronic Arts|year=2001|platforms=PC, Mac}}&lt;br /&gt;
&lt;br /&gt;
==C==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==D==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==E==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==F==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==G==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==H==&lt;br /&gt;
{{GameIndexEntry|title=Halo 2|page=Halo 2|developer=Bungie|publisher=Microsoft Game Studios|year=2004|platforms=Xbox, PC}}&lt;br /&gt;
{{GameIndexEntry|title=Halo 3|page=Halo 3|developer=Bungie|publisher=Microsoft Game Studios|year=2007|platforms=Xbox, PC}}&lt;br /&gt;
{{GameIndexEntry|title=Halo: Reach|page=Halo: Reach|developer=Bungie|publisher=Microsoft Game Studios|year=2010|platforms=X360}}&lt;br /&gt;
&lt;br /&gt;
==I==&lt;br /&gt;
{{GameIndexEntry|title=Independence War 2: Edge of Chaos|page=Independence War 2|developer=Particle Systems Ltd.|publisher=Infogrames|year=2001|platforms=PC}}&lt;br /&gt;
&lt;br /&gt;
==J==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==K==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==L==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==M==&lt;br /&gt;
{{GameIndexEntry|title=Medal of Honor: Underground|page=Medal of Honor: Underground|developer=Dreamworks Interactive|publisher=Electronic Arts|year=2000|platforms=Xbox}}&lt;br /&gt;
{{GameIndexEntry|title=Microsoft Baseball 3D|page=Microsoft Baseball 3D|developer=WizBang! Software Productions|publisher=Microsoft Game Studios|platforms=PC|year=1998}}&lt;br /&gt;
&lt;br /&gt;
==N==&lt;br /&gt;
{{GameIndexEntry|title=NBA Shootout 2003|page=NBA Shootout 2003|developer=989|publisher=Sony Computer Entertainment|year=2002|platforms=PS2}}&lt;br /&gt;
{{GameIndexEntry|title=NBA '09: The Inside|page=NBA '09: The Inside|developer=SCE San Diego|publisher=Sony Computer Entertainment|year=2008|platforms=PS2, PS3}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==O==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==P==&lt;br /&gt;
{{GameIndexEntry|title=Pac-Man|page=Pac-Man|developer=Namco|publisher=Namco, Midway|platforms=Arcade|year=1980}}&lt;br /&gt;
{{GameIndexEntry|title=Powerdrome|page=Powerdrome|developer=Argonaut Software|publisher=Mad Duck Productions|year=2004|platforms=PS2, Xbox, PC}}&lt;br /&gt;
&lt;br /&gt;
==Q==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==R==&lt;br /&gt;
{{GameIndexEntry|title=Rescue on Fractalus!|page=Rescue on Fractalus!|developer=Lucasfilm Games|publisher=Epyx, Atari, Activision|platforms=Amstrad CPC, Apple II, Atari 5200, Atari 8-bit, Commodore 64, Commodore 128, TRS-80 CoCo, ZX Spectrum|year=1984}}&lt;br /&gt;
&lt;br /&gt;
==S==&lt;br /&gt;
{{GameIndexEntry|title=SimCity|page=SimCity|developer=Maxis|publisher=Brøderbund|platforms=Amiga, Atari ST, C64, Macintosh, PC|year=1989}}&lt;br /&gt;
{{GameIndexEntry|title=The Sims|page=The Sims|developer=Maxis|publisher=Electronic Arts|platforms=PC, Macintosh, PS2, Xbox, GameCube|year=2000}}&lt;br /&gt;
{{GameIndexEntry|title=Sims 3|page=Sims 3|developer=Sims 3|publisher=Electronic Arts|platforms=Windows, Mac OS X, iOS, webOS, Android, Symbian^3, Nintendo DS, Nintendo 3DS, Wii, PS3, X360|year=2009}}&lt;br /&gt;
&lt;br /&gt;
==T==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==U==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==V==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==W==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==X==&lt;br /&gt;
{{GameIndexEntry|title=X3 Reunion|page=X3 Reunion|developer=Egosoft|publisher=Deep Silver, Enlight|platforms=PC|year=2005}}&lt;br /&gt;
&lt;br /&gt;
==Y==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Z==&lt;br /&gt;
&lt;br /&gt;
==Misc.==&lt;br /&gt;
{{GameIndexEntry|title=Game History Format|page=Game History Format|developer=Use this for new games|publisher=AIGPG|platforms=All|year=2011}}&lt;/div&gt;</summary>
		<author><name>Dave Mark</name></author>	</entry>

	<entry>
		<id>http://gameai.com/wiki/index.php?title=Game_Index</id>
		<title>Game Index</title>
		<link rel="alternate" type="text/html" href="http://gameai.com/wiki/index.php?title=Game_Index"/>
				<updated>2011-07-29T03:31:00Z</updated>
		
		<summary type="html">&lt;p&gt;Dave Mark: /* S */ Added Sims 3&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{template:HistoryOfAI}}&lt;br /&gt;
&lt;br /&gt;
This is a list of games that currently have ''history of AI'' pages:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{template:TOC}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==0-9==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==A==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==B==&lt;br /&gt;
{{GameIndexEntry|title=Buffy the Vampire Slayer|page=Buffy the Vampire Slayer|developer=The Collective|publisher=Fox Interactive|year=2002|platforms=Xbox}}&lt;br /&gt;
{{GameIndexEntry|title=Black and White|page=Black &amp;amp; White|developer=Lionhead|publisher=Electronic Arts|year=2001|platforms=PC, Mac}}&lt;br /&gt;
&lt;br /&gt;
==C==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==D==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==E==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==F==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==G==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==H==&lt;br /&gt;
{{GameIndexEntry|title=Halo 2|page=Halo 2|developer=Bungie|publisher=Microsoft Game Studios|year=2004|platforms=Xbox, PC}}&lt;br /&gt;
{{GameIndexEntry|title=Halo 3|page=Halo 3|developer=Bungie|publisher=Microsoft Game Studios|year=2007|platforms=Xbox, PC}}&lt;br /&gt;
{{GameIndexEntry|title=Halo: Reach|page=Halo: Reach|developer=Bungie|publisher=Microsoft Game Studios|year=2010|platforms=X360}}&lt;br /&gt;
&lt;br /&gt;
==I==&lt;br /&gt;
{{GameIndexEntry|title=Independence War 2: Edge of Chaos|page=Independence War 2|developer=Particle Systems Ltd.|publisher=Infogrames|year=2001|platforms=PC}}&lt;br /&gt;
&lt;br /&gt;
==J==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==K==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==L==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==M==&lt;br /&gt;
{{GameIndexEntry|title=Medal of Honor: Underground|page=Medal of Honor: Underground|developer=Dreamworks Interactive|publisher=Electronic Arts|year=2000|platforms=Xbox}}&lt;br /&gt;
{{GameIndexEntry|title=Microsoft Baseball 3D|page=Microsoft Baseball 3D|developer=WizBang! Software Productions|publisher=Microsoft Game Studios|platforms=PC|year=1998}}&lt;br /&gt;
&lt;br /&gt;
==N==&lt;br /&gt;
{{GameIndexEntry|title=NBA Shootout 2003|page=NBA Shootout 2003|developer=989|publisher=Sony Computer Entertainment|year=2002|platforms=PS2}}&lt;br /&gt;
{{GameIndexEntry|title=NBA '09: The Inside|page=NBA '09: The Inside|developer=SCE San Diego|publisher=Sony Computer Entertainment|year=2008|platforms=PS2, PS3}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==O==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==P==&lt;br /&gt;
{{GameIndexEntry|title=Pac-Man|page=Pac-Man|developer=Namco|publisher=Namco, Midway|platforms=Arcade|year=1980}}&lt;br /&gt;
{{GameIndexEntry|title=Powerdrome|page=Powerdrome|developer=Argonaut Software|publisher=Mad Duck Productions|year=2004|platforms=PS2, Xbox, PC}}&lt;br /&gt;
&lt;br /&gt;
==Q==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==R==&lt;br /&gt;
{{GameIndexEntry|title=Rescue on Fractalus!|page=Rescue on Fractalus!|developer=Lucasfilm Games|publisher=Epyx, Atari, Activision|platforms=Amstrad CPC, Apple II, Atari 5200, Atari 8-bit, Commodore 64, Commodore 128, TRS-80 CoCo, ZX Spectrum|year=1984}}&lt;br /&gt;
&lt;br /&gt;
==S==&lt;br /&gt;
{{GameIndexEntry|title=SimCity|page=SimCity|developer=Maxis|publisher=Brøderbund|platforms=Amiga, Atari ST, C64, Macintosh, PC|year=1989}}&lt;br /&gt;
{{GameIndexEntry|title=Sims 3|page=Sims 3|developer=Sims 3|publisher=Electronic Arts|platforms=Windows, Mac OS X, iOS, webOS, Android, Symbian^3, Nintendo DS, Nintendo 3DS, Wii, PS3, X360|year=2009}}&lt;br /&gt;
&lt;br /&gt;
==T==&lt;br /&gt;
{{GameIndexEntry|title=The Sims|page=The Sims|developer=Maxis|publisher=Electronic Arts|platforms=PC, Macintosh, PS2, Xbox, GameCube|year=2000}}&lt;br /&gt;
&lt;br /&gt;
==U==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==V==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==W==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==X==&lt;br /&gt;
{{GameIndexEntry|title=X3 Reunion|page=X3 Reunion|developer=Egosoft|publisher=Deep Silver, Enlight|platforms=PC|year=2005}}&lt;br /&gt;
&lt;br /&gt;
==Y==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Z==&lt;br /&gt;
&lt;br /&gt;
==Misc.==&lt;br /&gt;
{{GameIndexEntry|title=Game History Format|page=Game History Format|developer=Use this for new games|publisher=AIGPG|platforms=All|year=2011}}&lt;/div&gt;</summary>
		<author><name>Dave Mark</name></author>	</entry>

	<entry>
		<id>http://gameai.com/wiki/index.php?title=Game_Index</id>
		<title>Game Index</title>
		<link rel="alternate" type="text/html" href="http://gameai.com/wiki/index.php?title=Game_Index"/>
				<updated>2011-07-29T03:29:31Z</updated>
		
		<summary type="html">&lt;p&gt;Dave Mark: /* B */ Added Black &amp;amp; White&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{template:HistoryOfAI}}&lt;br /&gt;
&lt;br /&gt;
This is a list of games that currently have ''history of AI'' pages:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{template:TOC}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==0-9==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==A==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==B==&lt;br /&gt;
{{GameIndexEntry|title=Buffy the Vampire Slayer|page=Buffy the Vampire Slayer|developer=The Collective|publisher=Fox Interactive|year=2002|platforms=Xbox}}&lt;br /&gt;
{{GameIndexEntry|title=Black and White|page=Black &amp;amp; White|developer=Lionhead|publisher=Electronic Arts|year=2001|platforms=PC, Mac}}&lt;br /&gt;
&lt;br /&gt;
==C==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==D==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==E==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==F==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==G==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==H==&lt;br /&gt;
{{GameIndexEntry|title=Halo 2|page=Halo 2|developer=Bungie|publisher=Microsoft Game Studios|year=2004|platforms=Xbox, PC}}&lt;br /&gt;
{{GameIndexEntry|title=Halo 3|page=Halo 3|developer=Bungie|publisher=Microsoft Game Studios|year=2007|platforms=Xbox, PC}}&lt;br /&gt;
{{GameIndexEntry|title=Halo: Reach|page=Halo: Reach|developer=Bungie|publisher=Microsoft Game Studios|year=2010|platforms=X360}}&lt;br /&gt;
&lt;br /&gt;
==I==&lt;br /&gt;
{{GameIndexEntry|title=Independence War 2: Edge of Chaos|page=Independence War 2|developer=Particle Systems Ltd.|publisher=Infogrames|year=2001|platforms=PC}}&lt;br /&gt;
&lt;br /&gt;
==J==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==K==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==L==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==M==&lt;br /&gt;
{{GameIndexEntry|title=Medal of Honor: Underground|page=Medal of Honor: Underground|developer=Dreamworks Interactive|publisher=Electronic Arts|year=2000|platforms=Xbox}}&lt;br /&gt;
{{GameIndexEntry|title=Microsoft Baseball 3D|page=Microsoft Baseball 3D|developer=WizBang! Software Productions|publisher=Microsoft Game Studios|platforms=PC|year=1998}}&lt;br /&gt;
&lt;br /&gt;
==N==&lt;br /&gt;
{{GameIndexEntry|title=NBA Shootout 2003|page=NBA Shootout 2003|developer=989|publisher=Sony Computer Entertainment|year=2002|platforms=PS2}}&lt;br /&gt;
{{GameIndexEntry|title=NBA '09: The Inside|page=NBA '09: The Inside|developer=SCE San Diego|publisher=Sony Computer Entertainment|year=2008|platforms=PS2, PS3}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==O==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==P==&lt;br /&gt;
{{GameIndexEntry|title=Pac-Man|page=Pac-Man|developer=Namco|publisher=Namco, Midway|platforms=Arcade|year=1980}}&lt;br /&gt;
{{GameIndexEntry|title=Powerdrome|page=Powerdrome|developer=Argonaut Software|publisher=Mad Duck Productions|year=2004|platforms=PS2, Xbox, PC}}&lt;br /&gt;
&lt;br /&gt;
==Q==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==R==&lt;br /&gt;
{{GameIndexEntry|title=Rescue on Fractalus!|page=Rescue on Fractalus!|developer=Lucasfilm Games|publisher=Epyx, Atari, Activision|platforms=Amstrad CPC, Apple II, Atari 5200, Atari 8-bit, Commodore 64, Commodore 128, TRS-80 CoCo, ZX Spectrum|year=1984}}&lt;br /&gt;
&lt;br /&gt;
==S==&lt;br /&gt;
{{GameIndexEntry|title=SimCity|page=SimCity|developer=Maxis|publisher=Brøderbund|platforms=Amiga, Atari ST, C64, Macintosh, PC|year=1989}}&lt;br /&gt;
&lt;br /&gt;
==T==&lt;br /&gt;
{{GameIndexEntry|title=The Sims|page=The Sims|developer=Maxis|publisher=Electronic Arts|platforms=PC, Macintosh, PS2, Xbox, GameCube|year=2000}}&lt;br /&gt;
&lt;br /&gt;
==U==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==V==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==W==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==X==&lt;br /&gt;
{{GameIndexEntry|title=X3 Reunion|page=X3 Reunion|developer=Egosoft|publisher=Deep Silver, Enlight|platforms=PC|year=2005}}&lt;br /&gt;
&lt;br /&gt;
==Y==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Z==&lt;br /&gt;
&lt;br /&gt;
==Misc.==&lt;br /&gt;
{{GameIndexEntry|title=Game History Format|page=Game History Format|developer=Use this for new games|publisher=AIGPG|platforms=All|year=2011}}&lt;/div&gt;</summary>
		<author><name>Dave Mark</name></author>	</entry>

	<entry>
		<id>http://gameai.com/wiki/index.php?title=Black_and_White</id>
		<title>Black and White</title>
		<link rel="alternate" type="text/html" href="http://gameai.com/wiki/index.php?title=Black_and_White"/>
				<updated>2011-07-29T03:21:47Z</updated>
		
		<summary type="html">&lt;p&gt;Dave Mark: Initial creation for Richard&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{template:HistoryOfAI}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{GameInfoBox&lt;br /&gt;
|gametitle=Black &amp;amp; White&lt;br /&gt;
|imagefile=BlackAndWhite Cover.png&lt;br /&gt;
|developer=Lionhead&lt;br /&gt;
|publisher=Electronic Arts&lt;br /&gt;
|year= 2001&lt;br /&gt;
|platforms=Windows, Mac&lt;br /&gt;
|genres=Sim&lt;br /&gt;
|era=Tactical Planning&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
(Insert a brief description of the game itself.)&lt;br /&gt;
&lt;br /&gt;
==Description of AI Behavior==&lt;br /&gt;
(What kinds of things was the AI supposed to do?)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Notable Behaviors===&lt;br /&gt;
(What really special things did the AI have to perform that made it stand out?)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Architectures==&lt;br /&gt;
&lt;br /&gt;
===Each Arch. Should Have a Heading Like This===&lt;br /&gt;
&amp;lt;!-- If you are filling this out based on first-hand knowledge&lt;br /&gt;
fill out the AuthorStamp below. Else delete it. --&amp;gt;&lt;br /&gt;
{{AuthorStamp|name=Your Name|url=Your Name}}&lt;br /&gt;
&lt;br /&gt;
===Another Architecture===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Post-Mortem==&lt;br /&gt;
&lt;br /&gt;
===What Worked===&lt;br /&gt;
&lt;br /&gt;
====Individual Good Thing====&lt;br /&gt;
&lt;br /&gt;
Something really went well.&lt;br /&gt;
&lt;br /&gt;
====Individual Good Thing====&lt;br /&gt;
&lt;br /&gt;
Something really went well.&lt;br /&gt;
&lt;br /&gt;
===What Didn't Work===&lt;br /&gt;
&lt;br /&gt;
====Individual Bad Thing====&lt;br /&gt;
Something really sucked.&lt;br /&gt;
&lt;br /&gt;
====Individual Bad Thing====&lt;br /&gt;
Something really sucked.&lt;br /&gt;
&lt;br /&gt;
===Lessons Learned===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Reception by Public==&lt;br /&gt;
(Was there positive or negative reception from the players and/or media?)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
''Name of Source'', Author, Publication or Venue, 19--&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
(ADD LATER)&lt;/div&gt;</summary>
		<author><name>Dave Mark</name></author>	</entry>

	<entry>
		<id>http://gameai.com/wiki/index.php?title=File:BlackAndWhite_Cover.png</id>
		<title>File:BlackAndWhite Cover.png</title>
		<link rel="alternate" type="text/html" href="http://gameai.com/wiki/index.php?title=File:BlackAndWhite_Cover.png"/>
				<updated>2011-07-29T03:20:24Z</updated>
		
		<summary type="html">&lt;p&gt;Dave Mark: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Dave Mark</name></author>	</entry>

	<entry>
		<id>http://gameai.com/wiki/index.php?title=Sims_3</id>
		<title>Sims 3</title>
		<link rel="alternate" type="text/html" href="http://gameai.com/wiki/index.php?title=Sims_3"/>
				<updated>2011-07-29T03:16:39Z</updated>
		
		<summary type="html">&lt;p&gt;Dave Mark: Initial creation for Richard&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{template:HistoryOfAI}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{GameInfoBox&lt;br /&gt;
|gametitle=Sims 3&lt;br /&gt;
|imagefile=Sims3.jpg&lt;br /&gt;
|developer=Sims Studio&lt;br /&gt;
|publisher=Electronic Arts&lt;br /&gt;
|year= 2009&lt;br /&gt;
|platforms=Windows, Mac OS X, iOS, webOS, Android, Symbian^3, Nintendo DS, Nintendo 3DS, Wii, PS3, X360&lt;br /&gt;
|genres=Sim&lt;br /&gt;
|era=Tactical Planning&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
(Insert a brief description of the game itself.)&lt;br /&gt;
&lt;br /&gt;
==Description of AI Behavior==&lt;br /&gt;
(What kinds of things was the AI supposed to do?)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Notable Behaviors===&lt;br /&gt;
(What really special things did the AI have to perform that made it stand out?)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Architectures==&lt;br /&gt;
&lt;br /&gt;
===Each Arch. Should Have a Heading Like This===&lt;br /&gt;
&amp;lt;!-- If you are filling this out based on first-hand knowledge&lt;br /&gt;
fill out the AuthorStamp below. Else delete it. --&amp;gt;&lt;br /&gt;
{{AuthorStamp|name=Your Name|url=Your Name}}&lt;br /&gt;
&lt;br /&gt;
===Another Architecture===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Post-Mortem==&lt;br /&gt;
&lt;br /&gt;
===What Worked===&lt;br /&gt;
&lt;br /&gt;
====Individual Good Thing====&lt;br /&gt;
&lt;br /&gt;
Something really went well.&lt;br /&gt;
&lt;br /&gt;
====Individual Good Thing====&lt;br /&gt;
&lt;br /&gt;
Something really went well.&lt;br /&gt;
&lt;br /&gt;
===What Didn't Work===&lt;br /&gt;
&lt;br /&gt;
====Individual Bad Thing====&lt;br /&gt;
Something really sucked.&lt;br /&gt;
&lt;br /&gt;
====Individual Bad Thing====&lt;br /&gt;
Something really sucked.&lt;br /&gt;
&lt;br /&gt;
===Lessons Learned===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Reception by Public==&lt;br /&gt;
(Was there positive or negative reception from the players and/or media?)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
''Name of Source'', Author, Publication or Venue, 19--&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
(ADD LATER)&lt;/div&gt;</summary>
		<author><name>Dave Mark</name></author>	</entry>

	<entry>
		<id>http://gameai.com/wiki/index.php?title=File:Sims3.jpg</id>
		<title>File:Sims3.jpg</title>
		<link rel="alternate" type="text/html" href="http://gameai.com/wiki/index.php?title=File:Sims3.jpg"/>
				<updated>2011-07-29T03:15:51Z</updated>
		
		<summary type="html">&lt;p&gt;Dave Mark: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Dave Mark</name></author>	</entry>

	<entry>
		<id>http://gameai.com/wiki/index.php?title=Game_Index</id>
		<title>Game Index</title>
		<link rel="alternate" type="text/html" href="http://gameai.com/wiki/index.php?title=Game_Index"/>
				<updated>2011-07-25T02:39:24Z</updated>
		
		<summary type="html">&lt;p&gt;Dave Mark: Added NBA titles&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{template:HistoryOfAI}}&lt;br /&gt;
&lt;br /&gt;
This is a list of games that currently have ''history of AI'' pages:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{template:TOC}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==0-9==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==A==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==B==&lt;br /&gt;
{{GameIndexEntry|title=Buffy the Vampire Slayer|page=Buffy the Vampire Slayer|developer=The Collective|publisher=Fox Interactive|year=2002|platforms=Xbox}}&lt;br /&gt;
&lt;br /&gt;
==C==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==D==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==E==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==F==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==G==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==H==&lt;br /&gt;
{{GameIndexEntry|title=Halo 2|page=Halo 2|developer=Bungie|publisher=Microsoft Game Studios|year=2004|platforms=Xbox, PC}}&lt;br /&gt;
{{GameIndexEntry|title=Halo 3|page=Halo 3|developer=Bungie|publisher=Microsoft Game Studios|year=2007|platforms=Xbox, PC}}&lt;br /&gt;
{{GameIndexEntry|title=Halo: Reach|page=Halo: Reach|developer=Bungie|publisher=Microsoft Game Studios|year=2010|platforms=X360}}&lt;br /&gt;
&lt;br /&gt;
==I==&lt;br /&gt;
{{GameIndexEntry|title=Independence War 2: Edge of Chaos|page=Independence War 2|developer=Particle Systems Ltd.|publisher=Infogrames|year=2001|platforms=PC}}&lt;br /&gt;
&lt;br /&gt;
==J==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==K==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==L==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==M==&lt;br /&gt;
{{GameIndexEntry|title=Medal of Honor: Underground|page=Medal of Honor: Underground|developer=Dreamworks Interactive|publisher=Electronic Arts|year=2000|platforms=Xbox}}&lt;br /&gt;
{{GameIndexEntry|title=Microsoft Baseball 3D|page=Microsoft Baseball 3D|developer=WizBang! Software Productions|publisher=Microsoft Game Studios|platforms=PC|year=1998}}&lt;br /&gt;
&lt;br /&gt;
==N==&lt;br /&gt;
{{GameIndexEntry|title=NBA Shootout 2003|page=NBA Shootout 2003|developer=989|publisher=Sony Computer Entertainment|year=2002|platforms=PS2}}&lt;br /&gt;
{{GameIndexEntry|title=NBA '09: The Inside|page=NBA '09: The Inside|developer=SCE San Diego|publisher=Sony Computer Entertainment|year=2008|platforms=PS2, PS3}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==O==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==P==&lt;br /&gt;
{{GameIndexEntry|title=Pac-Man|page=Pac-Man|developer=Namco|publisher=Namco, Midway|platforms=Arcade|year=1980}}&lt;br /&gt;
{{GameIndexEntry|title=Powerdrome|page=Powerdrome|developer=Argonaut Software|publisher=Mad Duck Productions|year=2004|platforms=PS2, Xbox, PC}}&lt;br /&gt;
&lt;br /&gt;
==Q==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==R==&lt;br /&gt;
{{GameIndexEntry|title=Rescue on Fractalus!|page=Rescue on Fractalus!|developer=Lucasfilm Games|publisher=Epyx, Atari, Activision|platforms=Amstrad CPC, Apple II, Atari 5200, Atari 8-bit, Commodore 64, Commodore 128, TRS-80 CoCo, ZX Spectrum|year=1984}}&lt;br /&gt;
&lt;br /&gt;
==S==&lt;br /&gt;
{{GameIndexEntry|title=SimCity|page=SimCity|developer=Maxis|publisher=Brøderbund|platforms=Amiga, Atari ST, C64, Macintosh, PC|year=1989}}&lt;br /&gt;
&lt;br /&gt;
==T==&lt;br /&gt;
{{GameIndexEntry|title=The Sims|page=The Sims|developer=Maxis|publisher=Electronic Arts|platforms=PC, Macintosh, PS2, Xbox, GameCube|year=2000}}&lt;br /&gt;
&lt;br /&gt;
==U==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==V==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==W==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==X==&lt;br /&gt;
{{GameIndexEntry|title=X3 Reunion|page=X3 Reunion|developer=Egosoft|publisher=Deep Silver, Enlight|platforms=PC|year=2005}}&lt;br /&gt;
&lt;br /&gt;
==Y==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Z==&lt;br /&gt;
&lt;br /&gt;
==Misc.==&lt;br /&gt;
{{GameIndexEntry|title=Game History Format|page=Game History Format|developer=Use this for new games|publisher=AIGPG|platforms=All|year=2011}}&lt;/div&gt;</summary>
		<author><name>Dave Mark</name></author>	</entry>

	<entry>
		<id>http://gameai.com/wiki/index.php?title=NBA_%2709:_The_Inside</id>
		<title>NBA '09: The Inside</title>
		<link rel="alternate" type="text/html" href="http://gameai.com/wiki/index.php?title=NBA_%2709:_The_Inside"/>
				<updated>2011-07-25T02:36:49Z</updated>
		
		<summary type="html">&lt;p&gt;Dave Mark: Initial creation for Brian&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{template:HistoryOfAI}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{GameInfoBox&lt;br /&gt;
|gametitle=NBA '09: The Inside&lt;br /&gt;
|imagefile=NBA09TheInside.jpg&lt;br /&gt;
|developer=SCE San Diego&lt;br /&gt;
|publisher=Sony Computer Entertainment&lt;br /&gt;
|year= 2008&lt;br /&gt;
|platforms=PS2, PS3&lt;br /&gt;
|genres=Sports&lt;br /&gt;
|era=Strategic&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
(Insert a brief description of the game itself.)&lt;br /&gt;
&lt;br /&gt;
==Description of AI Behavior==&lt;br /&gt;
(What kinds of things was the AI supposed to do?)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Notable Behaviors===&lt;br /&gt;
(What really special things did the AI have to perform that made it stand out?)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Architectures==&lt;br /&gt;
&lt;br /&gt;
===Each Arch. Should Have a Heading Like This===&lt;br /&gt;
&amp;lt;!-- If you are filling this out based on first-hand knowledge&lt;br /&gt;
fill out the AuthorStamp below. Else delete it. --&amp;gt;&lt;br /&gt;
{{AuthorStamp|name=Your Name|url=Your Name}}&lt;br /&gt;
&lt;br /&gt;
===Another Architecture===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Post-Mortem==&lt;br /&gt;
&lt;br /&gt;
===What Worked===&lt;br /&gt;
&lt;br /&gt;
====Individual Good Thing====&lt;br /&gt;
&lt;br /&gt;
Something really went well.&lt;br /&gt;
&lt;br /&gt;
====Individual Good Thing====&lt;br /&gt;
&lt;br /&gt;
Something really went well.&lt;br /&gt;
&lt;br /&gt;
===What Didn't Work===&lt;br /&gt;
&lt;br /&gt;
====Individual Bad Thing====&lt;br /&gt;
Something really sucked.&lt;br /&gt;
&lt;br /&gt;
====Individual Bad Thing====&lt;br /&gt;
Something really sucked.&lt;br /&gt;
&lt;br /&gt;
===Lessons Learned===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Reception by Public==&lt;br /&gt;
(Was there positive or negative reception from the players and/or media?)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
''Name of Source'', Author, Publication or Venue, 19--&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
(ADD LATER)&lt;/div&gt;</summary>
		<author><name>Dave Mark</name></author>	</entry>

	<entry>
		<id>http://gameai.com/wiki/index.php?title=File:NBA09TheInside.jpg</id>
		<title>File:NBA09TheInside.jpg</title>
		<link rel="alternate" type="text/html" href="http://gameai.com/wiki/index.php?title=File:NBA09TheInside.jpg"/>
				<updated>2011-07-25T02:35:44Z</updated>
		
		<summary type="html">&lt;p&gt;Dave Mark: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Dave Mark</name></author>	</entry>

	<entry>
		<id>http://gameai.com/wiki/index.php?title=Independence_War_2:_Edge_of_Chaos</id>
		<title>Independence War 2: Edge of Chaos</title>
		<link rel="alternate" type="text/html" href="http://gameai.com/wiki/index.php?title=Independence_War_2:_Edge_of_Chaos"/>
				<updated>2011-07-25T02:33:24Z</updated>
		
		<summary type="html">&lt;p&gt;Dave Mark: added era&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{template:HistoryOfAI}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{GameInfoBox&lt;br /&gt;
|gametitle=Independence War 2: Edge of Chaos&lt;br /&gt;
|imagefile=IndependenceWar2Box.jpg&lt;br /&gt;
|developer=Particle Systems Ltd.&lt;br /&gt;
|publisher=Infogrames&lt;br /&gt;
|year= 2001&lt;br /&gt;
|platforms=PC&lt;br /&gt;
|genres=Space Combat Sim.&lt;br /&gt;
|era=Tactical Reasoning&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[http://en.wikipedia.org/wiki/Independence_War_2:_Edge_of_Chaos Independence War 2: Edge of Chaos] is a space combat simulation game in the style of the game &amp;quot;Elite&amp;quot;. Players pilot their upgradable spacecraft around the galaxy for trade, piracy, special missions, and, when necessary, combat.&lt;br /&gt;
&lt;br /&gt;
==Description of AI Behavior==&lt;br /&gt;
(What kinds of things was the AI supposed to do?)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Notable Behaviors===&lt;br /&gt;
(What really special things did the AI have to perform that made it stand out?)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Architectures==&lt;br /&gt;
&lt;br /&gt;
===Naviagation===&lt;br /&gt;
&amp;lt;!-- If you are filling this out based on first-hand knowledge&lt;br /&gt;
fill out the AuthorStamp below. Else delete it. --&amp;gt;&lt;br /&gt;
{{AuthorStamp|name=Your Name|url=Your Name}}&lt;br /&gt;
&lt;br /&gt;
===Another Architecture===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Post-Mortem==&lt;br /&gt;
&lt;br /&gt;
===What Worked===&lt;br /&gt;
&lt;br /&gt;
====Individual Good Thing====&lt;br /&gt;
&lt;br /&gt;
Something really went well.&lt;br /&gt;
&lt;br /&gt;
====Individual Good Thing====&lt;br /&gt;
&lt;br /&gt;
Something really went well.&lt;br /&gt;
&lt;br /&gt;
===What Didn't Work===&lt;br /&gt;
&lt;br /&gt;
====Individual Bad Thing====&lt;br /&gt;
Something really sucked.&lt;br /&gt;
&lt;br /&gt;
====Individual Bad Thing====&lt;br /&gt;
Something really sucked.&lt;br /&gt;
&lt;br /&gt;
===Lessons Learned===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Reception by Public==&lt;br /&gt;
(Was there positive or negative reception from the players and/or media?)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
{{reflist|sourcename=|title=|venue=|year=|url=}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
(ADD LATER)&lt;/div&gt;</summary>
		<author><name>Dave Mark</name></author>	</entry>

	<entry>
		<id>http://gameai.com/wiki/index.php?title=Template:GameInfoBox</id>
		<title>Template:GameInfoBox</title>
		<link rel="alternate" type="text/html" href="http://gameai.com/wiki/index.php?title=Template:GameInfoBox"/>
				<updated>2011-07-25T02:32:14Z</updated>
		
		<summary type="html">&lt;p&gt;Dave Mark: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;infobox&amp;quot;  &lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; scope=&amp;quot;col&amp;quot; |'''{{{gametitle}}}'''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | [[File:{{{imagefile}}}|250px]]&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;80px&amp;quot; |'''Developer:'''  ||{{{developer}}}&lt;br /&gt;
|-&lt;br /&gt;
|'''Publisher:'''  ||{{{publisher}}}&lt;br /&gt;
|-&lt;br /&gt;
|'''Year:'''       ||{{{year}}}&lt;br /&gt;
|-&lt;br /&gt;
|'''Platforms:'''  ||{{{platforms}}}&lt;br /&gt;
|-&lt;br /&gt;
|'''Genre:'''      ||{{{genres}}}&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Game AI Eras|AI Era]]:''' ||[[Game AI Eras#{{{era}}}|{{{era}}}]]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Dave Mark</name></author>	</entry>

	<entry>
		<id>http://gameai.com/wiki/index.php?title=Template:GameInfoBox</id>
		<title>Template:GameInfoBox</title>
		<link rel="alternate" type="text/html" href="http://gameai.com/wiki/index.php?title=Template:GameInfoBox"/>
				<updated>2011-07-25T02:31:13Z</updated>
		
		<summary type="html">&lt;p&gt;Dave Mark: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;infobox&amp;quot;  &lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; scope=&amp;quot;col&amp;quot; |'''{{{gametitle}}}'''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | [[File:{{{imagefile}}}|width=250]]&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;80px&amp;quot; |'''Developer:'''  ||{{{developer}}}&lt;br /&gt;
|-&lt;br /&gt;
|'''Publisher:'''  ||{{{publisher}}}&lt;br /&gt;
|-&lt;br /&gt;
|'''Year:'''       ||{{{year}}}&lt;br /&gt;
|-&lt;br /&gt;
|'''Platforms:'''  ||{{{platforms}}}&lt;br /&gt;
|-&lt;br /&gt;
|'''Genre:'''      ||{{{genres}}}&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Game AI Eras|AI Era]]:''' ||[[Game AI Eras#{{{era}}}|{{{era}}}]]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Dave Mark</name></author>	</entry>

	<entry>
		<id>http://gameai.com/wiki/index.php?title=NBA_Shootout_2003</id>
		<title>NBA Shootout 2003</title>
		<link rel="alternate" type="text/html" href="http://gameai.com/wiki/index.php?title=NBA_Shootout_2003"/>
				<updated>2011-07-25T02:29:38Z</updated>
		
		<summary type="html">&lt;p&gt;Dave Mark: Initial creation for Brian&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{template:HistoryOfAI}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{GameInfoBox&lt;br /&gt;
|gametitle=NBA Shootout 2003&lt;br /&gt;
|imagefile=NBAShootout2003.jpg&lt;br /&gt;
|developer=989 Studios&lt;br /&gt;
|publisher=Sony Computer Entertainment&lt;br /&gt;
|year= 2002&lt;br /&gt;
|platforms=PS2&lt;br /&gt;
|genres=Sports&lt;br /&gt;
|era=Strategic&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
(Insert a brief description of the game itself.)&lt;br /&gt;
&lt;br /&gt;
==Description of AI Behavior==&lt;br /&gt;
(What kinds of things was the AI supposed to do?)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Notable Behaviors===&lt;br /&gt;
(What really special things did the AI have to perform that made it stand out?)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Architectures==&lt;br /&gt;
&lt;br /&gt;
===Each Arch. Should Have a Heading Like This===&lt;br /&gt;
&amp;lt;!-- If you are filling this out based on first-hand knowledge&lt;br /&gt;
fill out the AuthorStamp below. Else delete it. --&amp;gt;&lt;br /&gt;
{{AuthorStamp|name=Your Name|url=Your Name}}&lt;br /&gt;
&lt;br /&gt;
===Another Architecture===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Post-Mortem==&lt;br /&gt;
&lt;br /&gt;
===What Worked===&lt;br /&gt;
&lt;br /&gt;
====Individual Good Thing====&lt;br /&gt;
&lt;br /&gt;
Something really went well.&lt;br /&gt;
&lt;br /&gt;
====Individual Good Thing====&lt;br /&gt;
&lt;br /&gt;
Something really went well.&lt;br /&gt;
&lt;br /&gt;
===What Didn't Work===&lt;br /&gt;
&lt;br /&gt;
====Individual Bad Thing====&lt;br /&gt;
Something really sucked.&lt;br /&gt;
&lt;br /&gt;
====Individual Bad Thing====&lt;br /&gt;
Something really sucked.&lt;br /&gt;
&lt;br /&gt;
===Lessons Learned===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Reception by Public==&lt;br /&gt;
(Was there positive or negative reception from the players and/or media?)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
''Name of Source'', Author, Publication or Venue, 19--&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
(ADD LATER)&lt;/div&gt;</summary>
		<author><name>Dave Mark</name></author>	</entry>

	<entry>
		<id>http://gameai.com/wiki/index.php?title=File:NBAShootout2003.jpg</id>
		<title>File:NBAShootout2003.jpg</title>
		<link rel="alternate" type="text/html" href="http://gameai.com/wiki/index.php?title=File:NBAShootout2003.jpg"/>
				<updated>2011-07-25T02:27:44Z</updated>
		
		<summary type="html">&lt;p&gt;Dave Mark: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Dave Mark</name></author>	</entry>

	<entry>
		<id>http://gameai.com/wiki/index.php?title=Halo:_Reach</id>
		<title>Halo: Reach</title>
		<link rel="alternate" type="text/html" href="http://gameai.com/wiki/index.php?title=Halo:_Reach"/>
				<updated>2011-07-24T20:17:58Z</updated>
		
		<summary type="html">&lt;p&gt;Dave Mark: Initial creation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{template:HistoryOfAI}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{GameInfoBox&lt;br /&gt;
|gametitle=Halo Reach&lt;br /&gt;
|imagefile=Halo-_Reach_box_art.png&lt;br /&gt;
|developer=Bungie&lt;br /&gt;
|publisher=Microsoft Game Studios&lt;br /&gt;
|year= 2010&lt;br /&gt;
|platforms=X360&lt;br /&gt;
|genres=FPS&lt;br /&gt;
|era=Tactical Reasoning&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[http://en.wikipedia.org/wiki/Halo_reach Halo: Reach] is a first-person shooter game that was a prequel to the events of the Halo series. It takes the player on a series of missions that engage in combat against various forms of alien life, often in a squad-based environment.&lt;br /&gt;
&lt;br /&gt;
==Description of AI Behavior==&lt;br /&gt;
(What kinds of things was the AI supposed to do?)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Notable Behaviors===&lt;br /&gt;
(What really special things did the AI have to perform that made it stand out?)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Architectures==&lt;br /&gt;
&lt;br /&gt;
===Each Arch. Should Have a Heading Like This===&lt;br /&gt;
&amp;lt;!-- If you are filling this out based on first-hand knowledge&lt;br /&gt;
fill out the AuthorStamp below. Else delete it. --&amp;gt;&lt;br /&gt;
{{AuthorStamp|name=Your Name|url=Your Name}}&lt;br /&gt;
&lt;br /&gt;
===Another Architecture===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Post-Mortem==&lt;br /&gt;
&lt;br /&gt;
===What Worked===&lt;br /&gt;
&lt;br /&gt;
====Individual Good Thing====&lt;br /&gt;
&lt;br /&gt;
Something really went well.&lt;br /&gt;
&lt;br /&gt;
====Individual Good Thing====&lt;br /&gt;
&lt;br /&gt;
Something really went well.&lt;br /&gt;
&lt;br /&gt;
===What Didn't Work===&lt;br /&gt;
&lt;br /&gt;
====Individual Bad Thing====&lt;br /&gt;
Something really sucked.&lt;br /&gt;
&lt;br /&gt;
====Individual Bad Thing====&lt;br /&gt;
Something really sucked.&lt;br /&gt;
&lt;br /&gt;
===Lessons Learned===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Reception by Public==&lt;br /&gt;
(Was there positive or negative reception from the players and/or media?)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
(ADD LATER)&lt;/div&gt;</summary>
		<author><name>Dave Mark</name></author>	</entry>

	<entry>
		<id>http://gameai.com/wiki/index.php?title=File:Halo-_Reach_box_art.png</id>
		<title>File:Halo- Reach box art.png</title>
		<link rel="alternate" type="text/html" href="http://gameai.com/wiki/index.php?title=File:Halo-_Reach_box_art.png"/>
				<updated>2011-07-24T20:16:10Z</updated>
		
		<summary type="html">&lt;p&gt;Dave Mark: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Dave Mark</name></author>	</entry>

	<entry>
		<id>http://gameai.com/wiki/index.php?title=Game_Index</id>
		<title>Game Index</title>
		<link rel="alternate" type="text/html" href="http://gameai.com/wiki/index.php?title=Game_Index"/>
				<updated>2011-07-24T20:11:35Z</updated>
		
		<summary type="html">&lt;p&gt;Dave Mark: /* H */  added Reach&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{template:HistoryOfAI}}&lt;br /&gt;
&lt;br /&gt;
This is a list of games that currently have ''history of AI'' pages:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{template:TOC}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==0-9==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==A==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==B==&lt;br /&gt;
{{GameIndexEntry|title=Buffy the Vampire Slayer|page=Buffy the Vampire Slayer|developer=The Collective|publisher=Fox Interactive|year=2002|platforms=Xbox}}&lt;br /&gt;
&lt;br /&gt;
==C==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==D==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==E==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==F==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==G==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==H==&lt;br /&gt;
{{GameIndexEntry|title=Halo 2|page=Halo 2|developer=Bungie|publisher=Microsoft Game Studios|year=2004|platforms=Xbox, PC}}&lt;br /&gt;
{{GameIndexEntry|title=Halo 3|page=Halo 3|developer=Bungie|publisher=Microsoft Game Studios|year=2007|platforms=Xbox, PC}}&lt;br /&gt;
{{GameIndexEntry|title=Halo: Reach|page=Halo: Reach|developer=Bungie|publisher=Microsoft Game Studios|year=2010|platforms=X360}}&lt;br /&gt;
&lt;br /&gt;
==I==&lt;br /&gt;
{{GameIndexEntry|title=Independence War 2: Edge of Chaos|page=Independence War 2|developer=Particle Systems Ltd.|publisher=Infogrames|year=2001|platforms=PC}}&lt;br /&gt;
&lt;br /&gt;
==J==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==K==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==L==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==M==&lt;br /&gt;
{{GameIndexEntry|title=Medal of Honor: Underground|page=Medal of Honor: Underground|developer=Dreamworks Interactive|publisher=Electronic Arts|year=2000|platforms=Xbox}}&lt;br /&gt;
{{GameIndexEntry|title=Microsoft Baseball 3D|page=Microsoft Baseball 3D|developer=WizBang! Software Productions|publisher=Microsoft Game Studios|platforms=PC|year=1998}}&lt;br /&gt;
&lt;br /&gt;
==N==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==O==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==P==&lt;br /&gt;
{{GameIndexEntry|title=Pac-Man|page=Pac-Man|developer=Namco|publisher=Namco, Midway|platforms=Arcade|year=1980}}&lt;br /&gt;
{{GameIndexEntry|title=Powerdrome|page=Powerdrome|developer=Argonaut Software|publisher=Mad Duck Productions|year=2004|platforms=PS2, Xbox, PC}}&lt;br /&gt;
&lt;br /&gt;
==Q==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==R==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==S==&lt;br /&gt;
{{GameIndexEntry|title=SimCity|page=SimCity|developer=Maxis|publisher=Brøderbund|platforms=Amiga, Atari ST, C64, Macintosh, PC|year=1989}}&lt;br /&gt;
&lt;br /&gt;
==T==&lt;br /&gt;
{{GameIndexEntry|title=The Sims|page=The Sims|developer=Maxis|publisher=Electronic Arts|platforms=PC, Macintosh, PS2, Xbox, GameCube|year=2000}}&lt;br /&gt;
&lt;br /&gt;
==U==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==V==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==W==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==X==&lt;br /&gt;
{{GameIndexEntry|title=X3 Reunion|page=X3 Reunion|developer=Egosoft|publisher=Deep Silver, Enlight|platforms=PC|year=2005}}&lt;br /&gt;
&lt;br /&gt;
==Y==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Z==&lt;br /&gt;
&lt;br /&gt;
==Misc.==&lt;br /&gt;
{{GameIndexEntry|title=Game History Format|page=Game History Format|developer=Use this for new games|publisher=AIGPG|platforms=All|year=2011}}&lt;/div&gt;</summary>
		<author><name>Dave Mark</name></author>	</entry>

	<entry>
		<id>http://gameai.com/wiki/index.php?title=Game_Index</id>
		<title>Game Index</title>
		<link rel="alternate" type="text/html" href="http://gameai.com/wiki/index.php?title=Game_Index"/>
				<updated>2011-07-24T20:04:15Z</updated>
		
		<summary type="html">&lt;p&gt;Dave Mark: Added Buffy and MoH:U&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{template:HistoryOfAI}}&lt;br /&gt;
&lt;br /&gt;
This is a list of games that currently have ''history of AI'' pages:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{template:TOC}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==0-9==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==A==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==B==&lt;br /&gt;
{{GameIndexEntry|title=Buffy the Vampire Slayer|page=Buffy the Vampire Slayer|developer=The Collective|publisher=Fox Interactive|year=2002|platforms=Xbox}}&lt;br /&gt;
&lt;br /&gt;
==C==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==D==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==E==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==F==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==G==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==H==&lt;br /&gt;
{{GameIndexEntry|title=Halo 2|page=Halo 2|developer=Bungie|publisher=Microsoft Game Studios|year=2004|platforms=Xbox, PC}}&lt;br /&gt;
{{GameIndexEntry|title=Halo 3|page=Halo 3|developer=Bungie|publisher=Microsoft Game Studios|year=2007|platforms=Xbox, PC}}&lt;br /&gt;
==I==&lt;br /&gt;
{{GameIndexEntry|title=Independence War 2: Edge of Chaos|page=Independence War 2|developer=Particle Systems Ltd.|publisher=Infogrames|year=2001|platforms=PC}}&lt;br /&gt;
&lt;br /&gt;
==J==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==K==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==L==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==M==&lt;br /&gt;
{{GameIndexEntry|title=Medal of Honor: Underground|page=Medal of Honor: Underground|developer=Dreamworks Interactive|publisher=Electronic Arts|year=2000|platforms=Xbox}}&lt;br /&gt;
{{GameIndexEntry|title=Microsoft Baseball 3D|page=Microsoft Baseball 3D|developer=WizBang! Software Productions|publisher=Microsoft Game Studios|platforms=PC|year=1998}}&lt;br /&gt;
&lt;br /&gt;
==N==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==O==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==P==&lt;br /&gt;
{{GameIndexEntry|title=Pac-Man|page=Pac-Man|developer=Namco|publisher=Namco, Midway|platforms=Arcade|year=1980}}&lt;br /&gt;
{{GameIndexEntry|title=Powerdrome|page=Powerdrome|developer=Argonaut Software|publisher=Mad Duck Productions|year=2004|platforms=PS2, Xbox, PC}}&lt;br /&gt;
&lt;br /&gt;
==Q==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==R==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==S==&lt;br /&gt;
{{GameIndexEntry|title=SimCity|page=SimCity|developer=Maxis|publisher=Brøderbund|platforms=Amiga, Atari ST, C64, Macintosh, PC|year=1989}}&lt;br /&gt;
&lt;br /&gt;
==T==&lt;br /&gt;
{{GameIndexEntry|title=The Sims|page=The Sims|developer=Maxis|publisher=Electronic Arts|platforms=PC, Macintosh, PS2, Xbox, GameCube|year=2000}}&lt;br /&gt;
&lt;br /&gt;
==U==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==V==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==W==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==X==&lt;br /&gt;
{{GameIndexEntry|title=X3 Reunion|page=X3 Reunion|developer=Egosoft|publisher=Deep Silver, Enlight|platforms=PC|year=2005}}&lt;br /&gt;
&lt;br /&gt;
==Y==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Z==&lt;br /&gt;
&lt;br /&gt;
==Misc.==&lt;br /&gt;
{{GameIndexEntry|title=Game History Format|page=Game History Format|developer=Use this for new games|publisher=AIGPG|platforms=All|year=2011}}&lt;/div&gt;</summary>
		<author><name>Dave Mark</name></author>	</entry>

	<entry>
		<id>http://gameai.com/wiki/index.php?title=Buffy_the_Vampire_Slayer</id>
		<title>Buffy the Vampire Slayer</title>
		<link rel="alternate" type="text/html" href="http://gameai.com/wiki/index.php?title=Buffy_the_Vampire_Slayer"/>
				<updated>2011-07-24T20:00:11Z</updated>
		
		<summary type="html">&lt;p&gt;Dave Mark: Initial creation for Brian&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{template:HistoryOfAI}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{GameInfoBox&lt;br /&gt;
|gametitle=Buffy the Vampire Slayer&lt;br /&gt;
|imagefile=Buffy_the_Vampire_Slayer_Coverart.png&lt;br /&gt;
|developer=The Collective&lt;br /&gt;
|publisher=Fox Interactive&lt;br /&gt;
|year=2002&lt;br /&gt;
|platforms=Xbox&lt;br /&gt;
|genres=Action Brawler&lt;br /&gt;
|era=Tactical Reasoning&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
(Insert a brief description of the game itself.)&lt;br /&gt;
&lt;br /&gt;
==Description of AI Behavior==&lt;br /&gt;
(What kinds of things was the AI supposed to do?)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Notable Behaviors===&lt;br /&gt;
(What really special things did the AI have to perform that made it stand out?)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Architectures==&lt;br /&gt;
&lt;br /&gt;
===Each Arch. Should Have a Heading Like This===&lt;br /&gt;
&amp;lt;!-- If you are filling this out based on first-hand knowledge&lt;br /&gt;
fill out the AuthorStamp below. Else delete it. --&amp;gt;&lt;br /&gt;
{{AuthorStamp|name=Your Name|url=Your Name}}&lt;br /&gt;
&lt;br /&gt;
===Another Architecture===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Post-Mortem==&lt;br /&gt;
&lt;br /&gt;
===What Worked===&lt;br /&gt;
&lt;br /&gt;
====Individual Good Thing====&lt;br /&gt;
&lt;br /&gt;
Something really went well.&lt;br /&gt;
&lt;br /&gt;
====Individual Good Thing====&lt;br /&gt;
&lt;br /&gt;
Something really went well.&lt;br /&gt;
&lt;br /&gt;
===What Didn't Work===&lt;br /&gt;
&lt;br /&gt;
====Individual Bad Thing====&lt;br /&gt;
Something really sucked.&lt;br /&gt;
&lt;br /&gt;
====Individual Bad Thing====&lt;br /&gt;
Something really sucked.&lt;br /&gt;
&lt;br /&gt;
===Lessons Learned===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Reception by Public==&lt;br /&gt;
(Was there positive or negative reception from the players and/or media?)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
''Name of Source'', Author, Publication or Venue, 19--&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
(ADD LATER)&lt;/div&gt;</summary>
		<author><name>Dave Mark</name></author>	</entry>

	<entry>
		<id>http://gameai.com/wiki/index.php?title=File:Buffy_the_Vampire_Slayer_Coverart.png</id>
		<title>File:Buffy the Vampire Slayer Coverart.png</title>
		<link rel="alternate" type="text/html" href="http://gameai.com/wiki/index.php?title=File:Buffy_the_Vampire_Slayer_Coverart.png"/>
				<updated>2011-07-24T19:56:12Z</updated>
		
		<summary type="html">&lt;p&gt;Dave Mark: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Dave Mark</name></author>	</entry>

	<entry>
		<id>http://gameai.com/wiki/index.php?title=Medal_of_Honor:_Underground</id>
		<title>Medal of Honor: Underground</title>
		<link rel="alternate" type="text/html" href="http://gameai.com/wiki/index.php?title=Medal_of_Honor:_Underground"/>
				<updated>2011-07-24T19:50:30Z</updated>
		
		<summary type="html">&lt;p&gt;Dave Mark: Initial creation for Brian&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{template:HistoryOfAI}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{GameInfoBox&lt;br /&gt;
|gametitle=Medal of Honor: Underground&lt;br /&gt;
|imagefile=Medal_of_Honor_-_Underground_Coverart.png&lt;br /&gt;
|developer=Dreamworks Interactive&lt;br /&gt;
|publisher=Electronic Arts&lt;br /&gt;
|year=2000&lt;br /&gt;
|platforms=PSX&lt;br /&gt;
|genres=FPS&lt;br /&gt;
|era=Tactical Reasoning&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
''[http://en.wikipedia.org/wiki/Medal_of_Honor:_Underground Medal of Honor: Underground]'' is a videogame that is the prequel to the World War II hit ''Medal of Honor''. In ''Underground'', the player takes the role of Manon Batiste (Based on Helene Deschamps Adams), a French woman who appeared in the first game as an adviser. &lt;br /&gt;
&lt;br /&gt;
==Description of AI Behavior==&lt;br /&gt;
(What kinds of things was the AI supposed to do?)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Notable Behaviors===&lt;br /&gt;
(What really special things did the AI have to perform that made it stand out?)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Architectures==&lt;br /&gt;
&lt;br /&gt;
===Each Arch. Should Have a Heading Like This===&lt;br /&gt;
&amp;lt;!-- If you are filling this out based on first-hand knowledge&lt;br /&gt;
fill out the AuthorStamp below. Else delete it. --&amp;gt;&lt;br /&gt;
{{AuthorStamp|name=Your Name|url=Your Name}}&lt;br /&gt;
&lt;br /&gt;
===Another Architecture===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Post-Mortem==&lt;br /&gt;
&lt;br /&gt;
===What Worked===&lt;br /&gt;
&lt;br /&gt;
====Individual Good Thing====&lt;br /&gt;
&lt;br /&gt;
Something really went well.&lt;br /&gt;
&lt;br /&gt;
====Individual Good Thing====&lt;br /&gt;
&lt;br /&gt;
Something really went well.&lt;br /&gt;
&lt;br /&gt;
===What Didn't Work===&lt;br /&gt;
&lt;br /&gt;
====Individual Bad Thing====&lt;br /&gt;
Something really sucked.&lt;br /&gt;
&lt;br /&gt;
====Individual Bad Thing====&lt;br /&gt;
Something really sucked.&lt;br /&gt;
&lt;br /&gt;
===Lessons Learned===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Reception by Public==&lt;br /&gt;
(Was there positive or negative reception from the players and/or media?)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
''Name of Source'', Author, Publication or Venue, 19--&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
(ADD LATER)&lt;/div&gt;</summary>
		<author><name>Dave Mark</name></author>	</entry>

	<entry>
		<id>http://gameai.com/wiki/index.php?title=File:Medal_of_Honor_-_Underground_Coverart.png</id>
		<title>File:Medal of Honor - Underground Coverart.png</title>
		<link rel="alternate" type="text/html" href="http://gameai.com/wiki/index.php?title=File:Medal_of_Honor_-_Underground_Coverart.png"/>
				<updated>2011-07-24T19:45:59Z</updated>
		
		<summary type="html">&lt;p&gt;Dave Mark: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Dave Mark</name></author>	</entry>

	<entry>
		<id>http://gameai.com/wiki/index.php?title=Powerdrome</id>
		<title>Powerdrome</title>
		<link rel="alternate" type="text/html" href="http://gameai.com/wiki/index.php?title=Powerdrome"/>
				<updated>2011-07-23T17:41:08Z</updated>
		
		<summary type="html">&lt;p&gt;Dave Mark: /* Multi-tier planning architecture through virtual yoke */ formatted the list of behaviors&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{template:HistoryOfAI}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{GameInfoBox&lt;br /&gt;
|gametitle=Powerdrom&lt;br /&gt;
|imagefile=PowerdromeBox.jpg&lt;br /&gt;
|developer=Argonaut Software&lt;br /&gt;
|publisher=Mad Duck Productions&lt;br /&gt;
|year= 2004&lt;br /&gt;
|platforms=PS2, XBox, PC&lt;br /&gt;
|genres=Racing&lt;br /&gt;
|era=Tactical Reasoning&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Powerdrome is a futuristic racing game where players race jet-engined, anti-gravity bikes called 'blades' around closed tracks.&lt;br /&gt;
&lt;br /&gt;
==Description of AI Behavior==&lt;br /&gt;
Being a pure racing simulation, the A.I. attempted to provide a competative race on a multitude of tracks often with multiple routes.  It tried to do this reflecting the personality of each of the relevant characters &lt;br /&gt;
&lt;br /&gt;
===Notable Behaviors===&lt;br /&gt;
Notable behaviours including some degree of gesturing based on personality and move execution.&lt;br /&gt;
&lt;br /&gt;
==Architectures==&lt;br /&gt;
===Player assisted learning===&lt;br /&gt;
{{AuthorStamp|name=Brett Laming|url=http://www.linkedin.com/in/brettlaming}}Various people in the company drove a number of laps around various tracks recording telemetry.  The best were chosen primarily to provide appropriate attack velocities and lines for things like corners.  A combination of the multiple routes were driven.&lt;br /&gt;
&lt;br /&gt;
For A.I. training, the single player time trial mode was used.  The A.I. continually aimed to beat the best time, driving the best line as closely as possible and dropping telemetry as it went.  If it set a new time, this became that which it tried to achieved.  The natural curvature of the improved driving line therefore started to reflect what the A.I., for that particular blade, could drive inside it's own heuristics.&lt;br /&gt;
&lt;br /&gt;
===Multi-tier planning architecture through virtual yoke===&lt;br /&gt;
{{AuthorStamp|name=Brett Laming|url=http://www.linkedin.com/in/brettlaming}}Divided into a number of feed forward sections: a line following layer, a personality layer, the A.I. passed signals down through a stack based virtual yoke.  This generated (predominantly) gas and steering signals similar to the player.&lt;br /&gt;
&lt;br /&gt;
Noted here is the personality layer which was based on blades around it&amp;amp;mdash;and the relationship to those blades&amp;amp;mdash;could chose to affect the signals of the line following layer with extra steering: &lt;br /&gt;
* Towards blade as it came level =&amp;gt; side ram (aggressive)&lt;br /&gt;
* -ve ram =&amp;gt; getting out of the way (friendly)&lt;br /&gt;
* Sidewards bias with a blade in front =&amp;gt; (overtaking)&lt;br /&gt;
* Overdriven acceleration to a blade in front =&amp;gt; forward ram (aggressive)&lt;br /&gt;
* Artificially deceleration to a blade behind =&amp;gt; blocking (aggressive).&lt;br /&gt;
&lt;br /&gt;
The use of boost was also intended to be plugged into personality with the idea that some characters would just like to get ahead, rather than be conservative.&lt;br /&gt;
&lt;br /&gt;
===Inverse kinematics===&lt;br /&gt;
{{AuthorStamp|name=Brett Laming|url=http://www.linkedin.com/in/brettlaming}}The A.I. attempts to accelerate/decelerate to acquire the given best line speed * some slightly increased scaler.  It tries to acquire the speed at the next time step, clamped by an acceptable acceleration [worked out by engine max F/m].  Because they fly under the same mechanics as the player, this usually means the players speed is reasonably attainable.  By using a scaler to slightly increase target values so that it is never quite, a smoothed continuous signal is obtained.&lt;br /&gt;
&lt;br /&gt;
Steering was originally based on a fan approach generated off line for each blade.  Various degrees of steer were recorded under different conditions, the physics being integrated over a set time window to work out the relative translation from forward direction, expected in the future.  This would form part of an ''n''-directional table where various key factors, side slip, speed bracket were weighted into the equation. &lt;br /&gt;
&lt;br /&gt;
As the data grew, the effort was somewhat scaled back to just be hard left and hard right steering.  Then a given run time state of blade, would provide the relevant hard left, hard right table entry and linear interpolation from -1 being the left most point to +1 being the right determined the best steering value.&lt;br /&gt;
&lt;br /&gt;
===Obstacle avoidance===&lt;br /&gt;
{{AuthorStamp|name=Brett Laming|url=http://www.linkedin.com/in/brettlaming}}The OOBB of known obstacles were translated into 2D (horizontal occupation + distance) track space and this used to affect steering values.  By mini-maxing the horizontal occupation, obstacle clusters could be avoided [Laming, AI Wisdom 2]&lt;br /&gt;
&lt;br /&gt;
==Post-Mortem==&lt;br /&gt;
&lt;br /&gt;
===What Worked===&lt;br /&gt;
&lt;br /&gt;
====Player assisted learning====&lt;br /&gt;
&lt;br /&gt;
Really allowed some nice player quirks to come out, tempered by an A.I. that then refined your lap.&lt;br /&gt;
&lt;br /&gt;
====Gesturing in replays====&lt;br /&gt;
&lt;br /&gt;
{{AuthorStamp|name=Brett Laming|url=http://www.linkedin.com/in/brettlaming}}Although gestures were partly driven by race time, by the personality layer determining a move, most of it was actually a cheat - added instead during replay.  Depending on the replay telemetry, we increased the number of gestures at key times (after collisions - accidental or not), on entering 1st place etc.. and provided the rules were reasonable it looked like they all had more personality than they really did&lt;br /&gt;
&lt;br /&gt;
====Debugging====&lt;br /&gt;
&lt;br /&gt;
{{AuthorStamp|name=Brett Laming|url=http://www.linkedin.com/in/brettlaming}}Graphical debugging of avoidance, track and steering feathers.  The ability to pause the simulation (but not camera) and look around.  [Laming, AI Wisdom 2]&lt;br /&gt;
&lt;br /&gt;
===What Didn't Work===&lt;br /&gt;
&lt;br /&gt;
====Steering by table====&lt;br /&gt;
{{AuthorStamp|name=Brett Laming|url=http://www.linkedin.com/in/brettlaming}}Fitting steering curves by a multidimensional table of dependent variable brackets.  Reallistically there were too many parameters and we were relying on instinct to tell us which ones to base things on.  The table quickly went n-dimensional.  These days, you'd alter at runtime using a PID controller&lt;br /&gt;
&lt;br /&gt;
====Imparting personality at 1200km/h====&lt;br /&gt;
{{AuthorStamp|name=Brett Laming|url=http://www.linkedin.com/in/brettlaming}}Trying to co-ordinate aggressive movements at speeds approaching 1200km/h is difficult.  Often rams or swipes would miss, or at most be ineffectual.  &lt;br /&gt;
&lt;br /&gt;
====Artistically fitted tracks vs physical speed====&lt;br /&gt;
{{AuthorStamp|name=Brett Laming|url=http://www.linkedin.com/in/brettlaming}}The artists treated both track and blade as a traditional racing circuit.  But when you're flying a tonne of metal without friction at 1200km/h, bends need a huge track width.  Because both player and A.I. often couldn't make them, the side force field profile needed to be ridiculously ramped up - taking away some of the skill&lt;br /&gt;
&lt;br /&gt;
===Lessons Learned===&lt;br /&gt;
{{AuthorStamp|name=Brett Laming|url=http://www.linkedin.com/in/brettlaming}}Having a realistic race, isn't necessary the best race.  We probably should have used light rubber bandedness to keep blades together more.&lt;br /&gt;
&lt;br /&gt;
==Reception by Public==&lt;br /&gt;
{{AuthorStamp|name=Brett Laming|url=http://www.linkedin.com/in/brettlaming}}The game received mixed reviews and a 69% Metacritic.  To our knowledge the A.I. was never accused of being too stupid or obviously cheating, passing the A.I. was just there test.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
A.I. Wisdom 2 - todo.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;/div&gt;</summary>
		<author><name>Dave Mark</name></author>	</entry>

	<entry>
		<id>http://gameai.com/wiki/index.php?title=Powerdrome</id>
		<title>Powerdrome</title>
		<link rel="alternate" type="text/html" href="http://gameai.com/wiki/index.php?title=Powerdrome"/>
				<updated>2011-07-22T00:49:50Z</updated>
		
		<summary type="html">&lt;p&gt;Dave Mark: Fixed author stamps&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{template:HistoryOfAI}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{GameInfoBox&lt;br /&gt;
|gametitle=Powerdrom&lt;br /&gt;
|imagefile=PowerdromeBox.jpg&lt;br /&gt;
|developer=Argonaut Software&lt;br /&gt;
|publisher=Mad Duck Productions&lt;br /&gt;
|year= 2004&lt;br /&gt;
|platforms=PS2, XBox, PC&lt;br /&gt;
|genres=Racing&lt;br /&gt;
|era=Tactical Reasoning&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Powerdrome is a futuristic racing game where players race jet-engined, anti-gravity bikes called 'blades' around closed tracks.&lt;br /&gt;
&lt;br /&gt;
==Description of AI Behavior==&lt;br /&gt;
Being a pure racing simulation, the A.I. attempted to provide a competative race on a multitude of tracks often with multiple routes.  It tried to do this reflecting the personality of each of the relevant characters &lt;br /&gt;
&lt;br /&gt;
===Notable Behaviors===&lt;br /&gt;
Notable behaviours including some degree of gesturing based on personality and move execution.&lt;br /&gt;
&lt;br /&gt;
==Architectures==&lt;br /&gt;
===Player assisted learning===&lt;br /&gt;
{{AuthorStamp|name=Brett Laming|url=http://www.linkedin.com/in/brettlaming}}Various people in the company drove a number of laps around various tracks recording telemetry.  The best were chosen primarily to provide appropriate attack velocities and lines for things like corners.  A combination of the multiple routes were driven.&lt;br /&gt;
&lt;br /&gt;
For A.I. training, the single player time trial mode was used.  The A.I. continually aimed to beat the best time, driving the best line as closely as possible and dropping telemetry as it went.  If it set a new time, this became that which it tried to achieved.  The natural curvature of the improved driving line therefore started to reflect what the A.I., for that particular blade, could drive inside it's own heuristics.&lt;br /&gt;
&lt;br /&gt;
===Multi-tier planning architecture through virtual yoke===&lt;br /&gt;
{{AuthorStamp|name=Brett Laming|url=http://www.linkedin.com/in/brettlaming}}Divided into a number of feed forward sections: a line following layer, a personality layer, the A.I. passed signals down through a stack based virtual yoke.  This generated (predominantly) gas and steering signals similar to the player.&lt;br /&gt;
&lt;br /&gt;
Noted here is the personality layer, which based on blades around it - and the relationship to those blades - could chose to affect the signals of the line following layer with extra steering - towards blade as it came level =&amp;gt; side ram (aggressive), -ve ram =&amp;gt; getting out of the way (friendly), sidewards bias with a blade in front =&amp;gt; (overtaking), overdriven acceleration to a blade in front =&amp;gt; forward ram (aggressive), artificially deceleration to a blade behind =&amp;gt; blocking (aggressive).&lt;br /&gt;
&lt;br /&gt;
The use of boost was also intended to be plugged into personality with the idea that some characters would just like to get ahead, rather than be conservative.&lt;br /&gt;
&lt;br /&gt;
===Inverse kinematics===&lt;br /&gt;
{{AuthorStamp|name=Brett Laming|url=http://www.linkedin.com/in/brettlaming}}The A.I. attempts to accelerate/decelerate to acquire the given best line speed * some slightly increased scaler.  It tries to acquire the speed at the next time step, clamped by an acceptable acceleration [worked out by engine max F/m].  Because they fly under the same mechanics as the player, this usually means the players speed is reasonably attainable.  By using a scaler to slightly increase target values so that it is never quite, a smoothed continuous signal is obtained.&lt;br /&gt;
&lt;br /&gt;
Steering was originally based on a fan approach generated off line for each blade.  Various degrees of steer were recorded under different conditions, the physics being integrated over a set time window to work out the relative translation from forward direction, expected in the future.  This would form part of an ''n''-directional table where various key factors, side slip, speed bracket were weighted into the equation. &lt;br /&gt;
&lt;br /&gt;
As the data grew, the effort was somewhat scaled back to just be hard left and hard right steering.  Then a given run time state of blade, would provide the relevant hard left, hard right table entry and linear interpolation from -1 being the left most point to +1 being the right determined the best steering value.&lt;br /&gt;
&lt;br /&gt;
===Obstacle avoidance===&lt;br /&gt;
{{AuthorStamp|name=Brett Laming|url=http://www.linkedin.com/in/brettlaming}}The OOBB of known obstacles were translated into 2D (horizontal occupation + distance) track space and this used to affect steering values.  By mini-maxing the horizontal occupation, obstacle clusters could be avoided [Laming, AI Wisdom 2]&lt;br /&gt;
&lt;br /&gt;
==Post-Mortem==&lt;br /&gt;
&lt;br /&gt;
===What Worked===&lt;br /&gt;
&lt;br /&gt;
====Player assisted learning====&lt;br /&gt;
&lt;br /&gt;
Really allowed some nice player quirks to come out, tempered by an A.I. that then refined your lap.&lt;br /&gt;
&lt;br /&gt;
====Gesturing in replays====&lt;br /&gt;
&lt;br /&gt;
{{AuthorStamp|name=Brett Laming|url=http://www.linkedin.com/in/brettlaming}}Although gestures were partly driven by race time, by the personality layer determining a move, most of it was actually a cheat - added instead during replay.  Depending on the replay telemetry, we increased the number of gestures at key times (after collisions - accidental or not), on entering 1st place etc.. and provided the rules were reasonable it looked like they all had more personality than they really did&lt;br /&gt;
&lt;br /&gt;
====Debugging====&lt;br /&gt;
&lt;br /&gt;
{{AuthorStamp|name=Brett Laming|url=http://www.linkedin.com/in/brettlaming}}Graphical debugging of avoidance, track and steering feathers.  The ability to pause the simulation (but not camera) and look around.  [Laming, AI Wisdom 2]&lt;br /&gt;
&lt;br /&gt;
===What Didn't Work===&lt;br /&gt;
&lt;br /&gt;
====Steering by table====&lt;br /&gt;
{{AuthorStamp|name=Brett Laming|url=http://www.linkedin.com/in/brettlaming}}Fitting steering curves by a multidimensional table of dependent variable brackets.  Reallistically there were too many parameters and we were relying on instinct to tell us which ones to base things on.  The table quickly went n-dimensional.  These days, you'd alter at runtime using a PID controller&lt;br /&gt;
&lt;br /&gt;
====Imparting personality at 1200km/h====&lt;br /&gt;
{{AuthorStamp|name=Brett Laming|url=http://www.linkedin.com/in/brettlaming}}Trying to co-ordinate aggressive movements at speeds approaching 1200km/h is difficult.  Often rams or swipes would miss, or at most be ineffectual.  &lt;br /&gt;
&lt;br /&gt;
====Artistically fitted tracks vs physical speed====&lt;br /&gt;
{{AuthorStamp|name=Brett Laming|url=http://www.linkedin.com/in/brettlaming}}The artists treated both track and blade as a traditional racing circuit.  But when you're flying a tonne of metal without friction at 1200km/h, bends need a huge track width.  Because both player and A.I. often couldn't make them, the side force field profile needed to be ridiculously ramped up - taking away some of the skill&lt;br /&gt;
&lt;br /&gt;
===Lessons Learned===&lt;br /&gt;
{{AuthorStamp|name=Brett Laming|url=http://www.linkedin.com/in/brettlaming}}Having a realistic race, isn't necessary the best race.  We probably should have used light rubber bandedness to keep blades together more.&lt;br /&gt;
&lt;br /&gt;
==Reception by Public==&lt;br /&gt;
{{AuthorStamp|name=Brett Laming|url=http://www.linkedin.com/in/brettlaming}}The game received mixed reviews and a 69% Metacritic.  To our knowledge the A.I. was never accused of being too stupid or obviously cheating, passing the A.I. was just there test.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
A.I. Wisdom 2 - todo.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;/div&gt;</summary>
		<author><name>Dave Mark</name></author>	</entry>

	<entry>
		<id>http://gameai.com/wiki/index.php?title=Template:Verification</id>
		<title>Template:Verification</title>
		<link rel="alternate" type="text/html" href="http://gameai.com/wiki/index.php?title=Template:Verification"/>
				<updated>2011-07-21T22:11:10Z</updated>
		
		<summary type="html">&lt;p&gt;Dave Mark: added question mark to explanation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;table class=&amp;quot;stamp&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;'''This section&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;color: #ff4;&amp;quot;&amp;gt;needs verification&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;by an AIGPG member.'''[[File:Question_mark.png|link=AIGPG_Stamps#Needs_Verification|alt=What does this mean?]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;/div&gt;</summary>
		<author><name>Dave Mark</name></author>	</entry>

	<entry>
		<id>http://gameai.com/wiki/index.php?title=Template:NeedsInput</id>
		<title>Template:NeedsInput</title>
		<link rel="alternate" type="text/html" href="http://gameai.com/wiki/index.php?title=Template:NeedsInput"/>
				<updated>2011-07-21T22:08:28Z</updated>
		
		<summary type="html">&lt;p&gt;Dave Mark: added question mark to explanation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;table class=&amp;quot;stamp&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;'''This section&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;color: #4ff;&amp;quot;&amp;gt;needs input&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;from an AIGPG member.'''[[File:Question_mark.png|link=AIGPG_Stamps#Needs_Input|alt=What does this mean?]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;/div&gt;</summary>
		<author><name>Dave Mark</name></author>	</entry>

	<entry>
		<id>http://gameai.com/wiki/index.php?title=Template:NDA</id>
		<title>Template:NDA</title>
		<link rel="alternate" type="text/html" href="http://gameai.com/wiki/index.php?title=Template:NDA"/>
				<updated>2011-07-21T22:07:12Z</updated>
		
		<summary type="html">&lt;p&gt;Dave Mark: added question mark to explanation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;table class=&amp;quot;stamp&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;'''Details on this topic are&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;color: #e0e;&amp;quot;&amp;gt;currently under NDA.&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;Wish we could say more!'''[[File:Question_mark.png|link=AIGPG_Stamps#NDA|alt=What does this mean?]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;/div&gt;</summary>
		<author><name>Dave Mark</name></author>	</entry>

	<entry>
		<id>http://gameai.com/wiki/index.php?title=Template:AuthorStamp</id>
		<title>Template:AuthorStamp</title>
		<link rel="alternate" type="text/html" href="http://gameai.com/wiki/index.php?title=Template:AuthorStamp"/>
				<updated>2011-07-21T22:04:30Z</updated>
		
		<summary type="html">&lt;p&gt;Dave Mark: added question mark to explanation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;table class=&amp;quot;stamp&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;'''This section is based on&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;color: #3c3;&amp;quot;&amp;gt;first-hand knowledge&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;by AIGPG member,&amp;lt;br /&amp;gt; [{{{url}}} {{{name}}}].'''[[File:Question_mark.png|link=AIGPG_Stamps#First-Hand_Knowledge|alt=What does this mean?]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;/div&gt;</summary>
		<author><name>Dave Mark</name></author>	</entry>

	<entry>
		<id>http://gameai.com/wiki/index.php?title=File:Question_mark.png</id>
		<title>File:Question mark.png</title>
		<link rel="alternate" type="text/html" href="http://gameai.com/wiki/index.php?title=File:Question_mark.png"/>
				<updated>2011-07-21T21:57:49Z</updated>
		
		<summary type="html">&lt;p&gt;Dave Mark: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Dave Mark</name></author>	</entry>

	<entry>
		<id>http://gameai.com/wiki/index.php?title=File:Question_mark.gif</id>
		<title>File:Question mark.gif</title>
		<link rel="alternate" type="text/html" href="http://gameai.com/wiki/index.php?title=File:Question_mark.gif"/>
				<updated>2011-07-21T21:51:43Z</updated>
		
		<summary type="html">&lt;p&gt;Dave Mark: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Dave Mark</name></author>	</entry>

	<entry>
		<id>http://gameai.com/wiki/index.php?title=Halo_3</id>
		<title>Halo 3</title>
		<link rel="alternate" type="text/html" href="http://gameai.com/wiki/index.php?title=Halo_3"/>
				<updated>2011-07-20T01:08:28Z</updated>
		
		<summary type="html">&lt;p&gt;Dave Mark: Initial creation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{template:HistoryOfAI}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{GameInfoBox&lt;br /&gt;
|gametitle=Halo 3&lt;br /&gt;
|imagefile=Halo3Box.jpg&lt;br /&gt;
|developer=Bungie&lt;br /&gt;
|publisher=Microsoft Game Studios&lt;br /&gt;
|year=2007&lt;br /&gt;
|platforms=X360&lt;br /&gt;
|genres=FPS&lt;br /&gt;
|era=Tactical Reasoning&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Halo 3 is a first-person shooter game taking the player on a series of missions that engage in combat against various forms of alien life.&lt;br /&gt;
&lt;br /&gt;
==Description of AI Behavior==&lt;br /&gt;
(What kinds of things was the AI supposed to do?)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Notable Behaviors===&lt;br /&gt;
(What really special things did the AI have to perform that made it stand out?)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Architectures==&lt;br /&gt;
&lt;br /&gt;
===Each Arch. Should Have a Heading Like This===&lt;br /&gt;
&amp;lt;!-- If you are filling this out based on first-hand knowledge&lt;br /&gt;
fill out the AuthorStamp below. Else delete it. --&amp;gt;&lt;br /&gt;
{{AuthorStamp|name=Your Name|url=Your Name}}&lt;br /&gt;
&lt;br /&gt;
===Another Architecture===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Post-Mortem==&lt;br /&gt;
&lt;br /&gt;
===What Worked===&lt;br /&gt;
&lt;br /&gt;
====Individual Good Thing====&lt;br /&gt;
&lt;br /&gt;
Something really went well.&lt;br /&gt;
&lt;br /&gt;
====Individual Good Thing====&lt;br /&gt;
&lt;br /&gt;
Something really went well.&lt;br /&gt;
&lt;br /&gt;
===What Didn't Work===&lt;br /&gt;
&lt;br /&gt;
====Individual Bad Thing====&lt;br /&gt;
Something really sucked.&lt;br /&gt;
&lt;br /&gt;
====Individual Bad Thing====&lt;br /&gt;
Something really sucked.&lt;br /&gt;
&lt;br /&gt;
===Lessons Learned===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Reception by Public==&lt;br /&gt;
(Was there positive or negative reception from the players and/or media?)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
(ADD LATER)&lt;/div&gt;</summary>
		<author><name>Dave Mark</name></author>	</entry>

	<entry>
		<id>http://gameai.com/wiki/index.php?title=File:Halo3Box.jpg</id>
		<title>File:Halo3Box.jpg</title>
		<link rel="alternate" type="text/html" href="http://gameai.com/wiki/index.php?title=File:Halo3Box.jpg"/>
				<updated>2011-07-20T01:04:59Z</updated>
		
		<summary type="html">&lt;p&gt;Dave Mark: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Dave Mark</name></author>	</entry>

	<entry>
		<id>http://gameai.com/wiki/index.php?title=Halo_2</id>
		<title>Halo 2</title>
		<link rel="alternate" type="text/html" href="http://gameai.com/wiki/index.php?title=Halo_2"/>
				<updated>2011-07-20T01:02:55Z</updated>
		
		<summary type="html">&lt;p&gt;Dave Mark: Initial creation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{template:HistoryOfAI}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{GameInfoBox&lt;br /&gt;
|gametitle=Halo 2&lt;br /&gt;
|imagefile=Halo2Box.png&lt;br /&gt;
|developer=Bungie&lt;br /&gt;
|publisher=Microsoft Game Studios&lt;br /&gt;
|year= 2004&lt;br /&gt;
|platforms=Xbox, PC&lt;br /&gt;
|genres=FPS&lt;br /&gt;
|era=Tactical Reasoning&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Halo 2 is a first-person shooter game taking the player on a series of missions that engage in combat against various forms of alien life.&lt;br /&gt;
&lt;br /&gt;
==Description of AI Behavior==&lt;br /&gt;
(What kinds of things was the AI supposed to do?)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Notable Behaviors===&lt;br /&gt;
(What really special things did the AI have to perform that made it stand out?)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Architectures==&lt;br /&gt;
&lt;br /&gt;
===Each Arch. Should Have a Heading Like This===&lt;br /&gt;
&amp;lt;!-- If you are filling this out based on first-hand knowledge&lt;br /&gt;
fill out the AuthorStamp below. Else delete it. --&amp;gt;&lt;br /&gt;
{{AuthorStamp|name=Your Name|url=Your Name}}&lt;br /&gt;
&lt;br /&gt;
===Another Architecture===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Post-Mortem==&lt;br /&gt;
&lt;br /&gt;
===What Worked===&lt;br /&gt;
&lt;br /&gt;
====Individual Good Thing====&lt;br /&gt;
&lt;br /&gt;
Something really went well.&lt;br /&gt;
&lt;br /&gt;
====Individual Good Thing====&lt;br /&gt;
&lt;br /&gt;
Something really went well.&lt;br /&gt;
&lt;br /&gt;
===What Didn't Work===&lt;br /&gt;
&lt;br /&gt;
====Individual Bad Thing====&lt;br /&gt;
Something really sucked.&lt;br /&gt;
&lt;br /&gt;
====Individual Bad Thing====&lt;br /&gt;
Something really sucked.&lt;br /&gt;
&lt;br /&gt;
===Lessons Learned===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Reception by Public==&lt;br /&gt;
(Was there positive or negative reception from the players and/or media?)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
(ADD LATER)&lt;/div&gt;</summary>
		<author><name>Dave Mark</name></author>	</entry>

	<entry>
		<id>http://gameai.com/wiki/index.php?title=File:Halo2Box.png</id>
		<title>File:Halo2Box.png</title>
		<link rel="alternate" type="text/html" href="http://gameai.com/wiki/index.php?title=File:Halo2Box.png"/>
				<updated>2011-07-20T01:00:47Z</updated>
		
		<summary type="html">&lt;p&gt;Dave Mark: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Dave Mark</name></author>	</entry>

	<entry>
		<id>http://gameai.com/wiki/index.php?title=Game_Index</id>
		<title>Game Index</title>
		<link rel="alternate" type="text/html" href="http://gameai.com/wiki/index.php?title=Game_Index"/>
				<updated>2011-07-20T00:57:58Z</updated>
		
		<summary type="html">&lt;p&gt;Dave Mark: Added Halo 2 and 3&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{template:HistoryOfAI}}&lt;br /&gt;
&lt;br /&gt;
This is a list of games that currently have ''history of AI'' pages:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{template:TOC}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==0-9==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==A==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==B==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==C==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==D==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==E==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==F==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==G==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==H==&lt;br /&gt;
{{GameIndexEntry|title=Halo 2|page=Halo 2|developer=Bungie|publisher=Microsoft Game Studios|year=2004|platforms=Xbox, PC}}&lt;br /&gt;
{{GameIndexEntry|title=Halo 3|page=Halo 3|developer=Bungie|publisher=Microsoft Game Studios|year=2007|platforms=Xbox, PC}}&lt;br /&gt;
==I==&lt;br /&gt;
{{GameIndexEntry|title=Independence War 2: Edge of Chaos|page=Independence War 2|developer=Particle Systems Ltd.|publisher=Infogrames|year=2001|platforms=PC}}&lt;br /&gt;
&lt;br /&gt;
==J==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==K==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==L==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==M==&lt;br /&gt;
{{GameIndexEntry|title=Microsoft Baseball 3D|page=Microsoft Baseball 3D|developer=WizBang! Software Productions|publisher=Microsoft Game Studios|platforms=PC|year=1998}}&lt;br /&gt;
&lt;br /&gt;
==N==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==O==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==P==&lt;br /&gt;
{{GameIndexEntry|title=Pac-Man|page=Pac-Man|developer=Namco|publisher=Namco, Midway|platforms=Arcade|year=1980}}&lt;br /&gt;
{{GameIndexEntry|title=Powerdrome|page=Powerdrome|developer=Argonaut Software|publisher=Mad Duck Productions|year=2004|platforms=PS2, Xbox, PC}}&lt;br /&gt;
&lt;br /&gt;
==Q==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==R==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==S==&lt;br /&gt;
{{GameIndexEntry|title=SimCity|page=SimCity|developer=Maxis|publisher=Brøderbund|platforms=Amiga, Atari ST, C64, Macintosh, PC|year=1989}}&lt;br /&gt;
&lt;br /&gt;
==T==&lt;br /&gt;
{{GameIndexEntry|title=The Sims|page=The Sims|developer=Maxis|publisher=Electronic Arts|platforms=PC, Macintosh, PS2, Xbox, GameCube|year=2000}}&lt;br /&gt;
&lt;br /&gt;
==U==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==V==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==W==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==X==&lt;br /&gt;
{{GameIndexEntry|title=X3 Reunion|page=X3 Reunion|developer=Egosoft|publisher=Deep Silver, Enlight|platforms=PC|year=2005}}&lt;br /&gt;
&lt;br /&gt;
==Y==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Z==&lt;br /&gt;
&lt;br /&gt;
==Misc.==&lt;br /&gt;
{{GameIndexEntry|title=Game History Format|page=Game History Format|developer=Use this for new games|publisher=AIGPG|platforms=All|year=2011}}&lt;/div&gt;</summary>
		<author><name>Dave Mark</name></author>	</entry>

	<entry>
		<id>http://gameai.com/wiki/index.php?title=Powerdrome</id>
		<title>Powerdrome</title>
		<link rel="alternate" type="text/html" href="http://gameai.com/wiki/index.php?title=Powerdrome"/>
				<updated>2011-07-20T00:55:15Z</updated>
		
		<summary type="html">&lt;p&gt;Dave Mark: Initial creation for Brett&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{template:HistoryOfAI}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{GameInfoBox&lt;br /&gt;
|gametitle=Powerdrom&lt;br /&gt;
|imagefile=PowerdromeBox.jpg&lt;br /&gt;
|developer=Argonaut Software&lt;br /&gt;
|publisher=Mad Duck Productions&lt;br /&gt;
|year= 2004&lt;br /&gt;
|platforms=PS2, XBox, PC&lt;br /&gt;
|genres=Racing&lt;br /&gt;
|era=Tactical Reasoning&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Powerdrome is a futuristic racing game where players race jet-engined, anti-gravity bikes called 'blades' around closed tracks.&lt;br /&gt;
&lt;br /&gt;
==Description of AI Behavior==&lt;br /&gt;
(What kinds of things was the AI supposed to do?)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Notable Behaviors===&lt;br /&gt;
(What really special things did the AI have to perform that made it stand out?)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Architectures==&lt;br /&gt;
&lt;br /&gt;
===Each Arch. Should Have a Heading Like This===&lt;br /&gt;
&amp;lt;!-- If you are filling this out based on first-hand knowledge&lt;br /&gt;
fill out the AuthorStamp below. Else delete it. --&amp;gt;&lt;br /&gt;
{{AuthorStamp|name=Your Name|url=Your Name}}&lt;br /&gt;
&lt;br /&gt;
===Another Architecture===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Post-Mortem==&lt;br /&gt;
&lt;br /&gt;
===What Worked===&lt;br /&gt;
&lt;br /&gt;
====Individual Good Thing====&lt;br /&gt;
&lt;br /&gt;
Something really went well.&lt;br /&gt;
&lt;br /&gt;
====Individual Good Thing====&lt;br /&gt;
&lt;br /&gt;
Something really went well.&lt;br /&gt;
&lt;br /&gt;
===What Didn't Work===&lt;br /&gt;
&lt;br /&gt;
====Individual Bad Thing====&lt;br /&gt;
Something really sucked.&lt;br /&gt;
&lt;br /&gt;
====Individual Bad Thing====&lt;br /&gt;
Something really sucked.&lt;br /&gt;
&lt;br /&gt;
===Lessons Learned===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Reception by Public==&lt;br /&gt;
(Was there positive or negative reception from the players and/or media?)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
(ADD LATER)&lt;/div&gt;</summary>
		<author><name>Dave Mark</name></author>	</entry>

	<entry>
		<id>http://gameai.com/wiki/index.php?title=File:PowerdromeBox.jpg</id>
		<title>File:PowerdromeBox.jpg</title>
		<link rel="alternate" type="text/html" href="http://gameai.com/wiki/index.php?title=File:PowerdromeBox.jpg"/>
				<updated>2011-07-20T00:51:16Z</updated>
		
		<summary type="html">&lt;p&gt;Dave Mark: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Dave Mark</name></author>	</entry>

	<entry>
		<id>http://gameai.com/wiki/index.php?title=Game_Index</id>
		<title>Game Index</title>
		<link rel="alternate" type="text/html" href="http://gameai.com/wiki/index.php?title=Game_Index"/>
				<updated>2011-07-20T00:49:29Z</updated>
		
		<summary type="html">&lt;p&gt;Dave Mark: Added Powerdrome&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{template:HistoryOfAI}}&lt;br /&gt;
&lt;br /&gt;
This is a list of games that currently have ''history of AI'' pages:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{template:TOC}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==0-9==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==A==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==B==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==C==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==D==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==E==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==F==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==G==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==H==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==I==&lt;br /&gt;
{{GameIndexEntry|title=Independence War 2: Edge of Chaos|page=Independence War 2|developer=Particle Systems Ltd.|publisher=Infogrames|year=2001|platforms=PC}}&lt;br /&gt;
&lt;br /&gt;
==J==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==K==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==L==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==M==&lt;br /&gt;
{{GameIndexEntry|title=Microsoft Baseball 3D|page=Microsoft Baseball 3D|developer=WizBang! Software Productions|publisher=Microsoft Game Studios|platforms=PC|year=1998}}&lt;br /&gt;
&lt;br /&gt;
==N==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==O==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==P==&lt;br /&gt;
{{GameIndexEntry|title=Pac-Man|page=Pac-Man|developer=Namco|publisher=Namco, Midway|platforms=Arcade|year=1980}}&lt;br /&gt;
{{GameIndexEntry|title=Powerdrome|page=Powerdrome|developer=Argonaut Software|publisher=Mad Duck Productions|year=2004|platforms=PS2, Xbox, PC}}&lt;br /&gt;
&lt;br /&gt;
==Q==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==R==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==S==&lt;br /&gt;
{{GameIndexEntry|title=SimCity|page=SimCity|developer=Maxis|publisher=Brøderbund|platforms=Amiga, Atari ST, C64, Macintosh, PC|year=1989}}&lt;br /&gt;
&lt;br /&gt;
==T==&lt;br /&gt;
{{GameIndexEntry|title=The Sims|page=The Sims|developer=Maxis|publisher=Electronic Arts|platforms=PC, Macintosh, PS2, Xbox, GameCube|year=2000}}&lt;br /&gt;
&lt;br /&gt;
==U==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==V==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==W==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==X==&lt;br /&gt;
{{GameIndexEntry|title=X3 Reunion|page=X3 Reunion|developer=Egosoft|publisher=Deep Silver, Enlight|platforms=PC|year=2005}}&lt;br /&gt;
&lt;br /&gt;
==Y==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Z==&lt;br /&gt;
&lt;br /&gt;
==Misc.==&lt;br /&gt;
{{GameIndexEntry|title=Game History Format|page=Game History Format|developer=Use this for new games|publisher=AIGPG|platforms=All|year=2011}}&lt;/div&gt;</summary>
		<author><name>Dave Mark</name></author>	</entry>

	<entry>
		<id>http://gameai.com/wiki/index.php?title=Independence_War_2:_Edge_of_Chaos</id>
		<title>Independence War 2: Edge of Chaos</title>
		<link rel="alternate" type="text/html" href="http://gameai.com/wiki/index.php?title=Independence_War_2:_Edge_of_Chaos"/>
				<updated>2011-07-20T00:45:04Z</updated>
		
		<summary type="html">&lt;p&gt;Dave Mark: Initial creation for Brett&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{template:HistoryOfAI}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{GameInfoBox&lt;br /&gt;
|gametitle=Independence War 2: Edge of Chaos&lt;br /&gt;
|imagefile=IndependenceWar2Box.jpg&lt;br /&gt;
|developer=Particle Systems Ltd.&lt;br /&gt;
|publisher=Infogrames&lt;br /&gt;
|year= 2001&lt;br /&gt;
|platforms=PC&lt;br /&gt;
|genres=Space Combat Sim.&lt;br /&gt;
|era=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[http://en.wikipedia.org/wiki/Independence_War_2:_Edge_of_Chaos Independence War 2: Edge of Chaos] is a space combat simulation game in the style of the game &amp;quot;Elite&amp;quot;. Players pilot their upgradable spacecraft around the galaxy for trade, piracy, special missions, and, when necessary, combat.&lt;br /&gt;
&lt;br /&gt;
==Description of AI Behavior==&lt;br /&gt;
(What kinds of things was the AI supposed to do?)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Notable Behaviors===&lt;br /&gt;
(What really special things did the AI have to perform that made it stand out?)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Architectures==&lt;br /&gt;
&lt;br /&gt;
===Naviagation===&lt;br /&gt;
&amp;lt;!-- If you are filling this out based on first-hand knowledge&lt;br /&gt;
fill out the AuthorStamp below. Else delete it. --&amp;gt;&lt;br /&gt;
{{AuthorStamp|name=Your Name|url=Your Name}}&lt;br /&gt;
&lt;br /&gt;
===Another Architecture===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Post-Mortem==&lt;br /&gt;
&lt;br /&gt;
===What Worked===&lt;br /&gt;
&lt;br /&gt;
====Individual Good Thing====&lt;br /&gt;
&lt;br /&gt;
Something really went well.&lt;br /&gt;
&lt;br /&gt;
====Individual Good Thing====&lt;br /&gt;
&lt;br /&gt;
Something really went well.&lt;br /&gt;
&lt;br /&gt;
===What Didn't Work===&lt;br /&gt;
&lt;br /&gt;
====Individual Bad Thing====&lt;br /&gt;
Something really sucked.&lt;br /&gt;
&lt;br /&gt;
====Individual Bad Thing====&lt;br /&gt;
Something really sucked.&lt;br /&gt;
&lt;br /&gt;
===Lessons Learned===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Reception by Public==&lt;br /&gt;
(Was there positive or negative reception from the players and/or media?)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
{{reflist|sourcename=|title=|venue=|year=|url=}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
(ADD LATER)&lt;/div&gt;</summary>
		<author><name>Dave Mark</name></author>	</entry>

	<entry>
		<id>http://gameai.com/wiki/index.php?title=File:IndependenceWar2Box.jpg</id>
		<title>File:IndependenceWar2Box.jpg</title>
		<link rel="alternate" type="text/html" href="http://gameai.com/wiki/index.php?title=File:IndependenceWar2Box.jpg"/>
				<updated>2011-07-20T00:36:49Z</updated>
		
		<summary type="html">&lt;p&gt;Dave Mark: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Dave Mark</name></author>	</entry>

	</feed>