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Call For Proposals:
AI Game Programming Wisdom 4



Selected papers are listed below! Your section editor will get in touch with you.


Files for Accepted Authors

  • Start writing in this template (template.doc). <- VERY IMPORTANT!!!       VERY IMPORTANT!!!       VERY IMPORTANT!!!
  • Consult this doc for equations (mathstyle.doc).
  • Consult this checklist once before starting and once when submitting the final copy (checklist.doc).


    Schedule

  • March 31st: Deadline for Proposals
  • April 17th: Proposals chosen
  • April 17th - June 15th: Authors write articles / demos
  • June 15th - August 15th: Peer review, editing, revisions
  • August 15th - Oct 1st: Final editing
  • Oct 1st - Jan 1st: Publisher copyediting and layout
  • February, 2008: Book is published


    Accepted Articles

    Section:  General Wisdom (section editor: Neil Kirby)
    08pAI as a Gameplay Analysis Tool (Neil Kirby)
    10pEcological Balance in AI Design (Adam Russell)
    10pSituationist Game AI (Adam Russell)
    10pCreating Designer-Tunable AI (Borut Pfeifer)
    10pArtificial Personality (Benjamin Ellinger)
    10pCommercial Middleware and Open Source Solutions for Game AI (Steve Rabin)
      
    Section:  Movement (section editor: John Manslow)
    15pInnovative Steering in Open Environments (John Lucus)
    18pCompany of Heroes Squad Formations Explained (Chris Jurney)
    15pGame AI Challenges in Physics-Driven Environments (Paul Kruszewski, Brian Hall)
    10pTurning Spaces into Places (Adam Russell)
      
    Section:  Pathfinding (section editor: Steven Woodcock)
    12pTeam AI (Edmond Prakash)
    18pMemory Efficient Pathfinding Abstractions (Nathan Sturtevant)
    12pFast Pathfinding Based on Triangulation Abstration (Michael Buro)
    08pReal-Time Dynamic NavMesh Generation (Paul Marden, Forrest Smith)
    15pAutomatic Generation of Path Nodes for a General Purpose 3D Environment (John Ratcliff)
    10pIntrinsic Detail in Navigation Mesh Generation (James Stewart, Colt McAnlis)
    12pNavMesh Generation: An Empirical Approach (David Hamm)
    12pNavigation Graph Generation in Highly Dynamic World (Ramon Axelrod)
    08pPath Planning in Dynamic Environments (Ferns Paanakker)
    12pPractical Path Finding in Dynamic Environments (Per-Magnus Olsson)
    15pPost Processing for High Quality Turns (Chris Jurney)
      
    Section:  Architecture (section editor: Ryan Houlette)
    08pPerception System (Frank Puig Placeres)
    10pPeer-to-Peer Distributed Agent Processing (Borut Pfeifer)
    20pAdvanced Concepts and Essential Considerations for a Decision-Making Architecture (Alex Champandard)
    12pThe Emotion Component: Giving Characters Emotions (Ferns Paanakker, Erik van der Pluym)
    10pA Dynamic and Flexible AI Architecture Well Suited for use in a Scripted Language (Terry Wellmann)
    08pKnowledge-Based Behavior Decision System - A Hybrid Approach (Nachi Lau)
    12pMulti-Axial, Dynamic-Threshold, Fuzzy Decision Algorithm (Dave Mark)
    18pLevel-up for Finite-State Machines: An Interpreter for Statecharts (Philipp Kolhoff, J�rn Loviscach)
    14pBuilding Behavior Editor for Abstract State Machines (Igor Borovikov, Aleksey Kadukin)
    08pEmbracing Emergent Behavior with Goal-Based AI (Kevin Dill)
    15pThe MARPO Methodology: Planning and Orders (Brett Laming)
    15pAI Architectures for Multi-Processor Machines (Jessica Bayliss)
      
    Section:  Tactics and Planning (section editor: Kevin Dill)
    10pRTS Terrain Tactical Analysis: An Image Processing Approach (David Hern�ndez Cerpa, Julio Obelleiro, Ra�l Sampedro)
    10pThe Engagement Decision (Baylor Wetzel)
    10pParticle Filter Methods for More Realistic Hiding and Seeking (Christian Darken, Brad Anderegg)
    10pCommand Hierarchies using Goal-Oriented Action Planning (David Pittman)
    12pA Practical Logic-Based Planning Architecture (Daniel Wilhelm)
    14pSimulation-Based Planning in RTS Games (Michael Buro)
    12pAn Advanced Motivation Driven Planning Architecture (David Hern�ndez Cerpa, Julio Obelleiro)
    12pUsing Bayesian Networks to Reason about Uncertainty (Devin Hyde)
      
    Section:  Genre Specific (section editor: Kevin Dill)
    05pReaction Time with Fitts Law (Baylor Wetzel)
    10pA Goal Stack-based Architecture for RTS AI (David Hern�ndez Cerpa)
    05pEnabling Actions of Opportunity with Light-Weight Subsumption Architecture (Habib Loew, Chad Hinkle)
    10pAutomatic Creation of Human Alter-Egos in an RTS (Merlin Cruz-Suarez (Yamie Suarez))
    15pStop Getting Side-Tracked while Designing Side-Quests (Curtis Onuczko)
    12pTowards More Human-like NPCs for First/Third Person Shooter Games (Darren Doherty, Colm O'Riordan)
    05pSeeing in 1D: Projecting the World onto a Line (Andrew Slasinski)
    12pVersatile Constraint-Based Camera System (Julien Hamaide)
      
    Section:  Scripting and Dialogue (section editor: Neil Kirby)
    08pIndividualized NPC Attitudes with Social Networks (Christian Darken, John Kelly)
    18pImplementing Story-Driven Games with the Aid of Dynamical Policy Models (Fabio Zambetta)
    10pDialogue Managers (Hugo da Silva Corr�a Pinto)
    15pScripting Your Way to Advanced AI (Alistair Doulin)
    20pSpeech-Based Dialogue Systems (Hugo da Silva Corr�a Pinto, Roberta Catizone)
    12pBetter Conversational AI for Intelligent NPCs (Jacco Bikker)
      
    Section:  Learning and Adaptation (section editor: John Manslow)
    15pAutomatic Generation of Strategies (Pieter Spronck, Marc Ponsen)
    13pA Practical Guide to Reinforcement Learning in First-Person Shooter Games (Michelle McPartland)
    15pLearning Winning Policies in Team-Based First-Person Shooter Games (Hector Munoz-Avila)
    15pAutomatically Generating a Score Function for Strategy Games (Sander Bakkes, Pieter Spronck)
    13pPlayer Modeling for Interactive Storytelling: A Practical Approach (David Thue)
    15pAdaptive Computer Games: Easing the Authorial Burden (Manish Mehta, Santiago Onta�non, Ashwin Ram)


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