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