Game AI for Developers

Hierarchical Task Networks for Mission Generation and Real-time Behavior

Certainly one of my biggest take aways from the Paris Game AI Conference 2009 was the rise of hierarchical task network (HTN) planning techniques for games.

Hierarchical Task Networks for Mission Generation and Real-time Behavior

Certainly one of my biggest take aways from the Paris Game AI Conference 2009 was the rise of hierarchical task network (HTN) planning techniques for games.

The Quest Towards the Holy Grail of AAA Character Locomotion

This article was published for AiGameDev.com Insiders, free by registration.

Non-Determinism and Statistical Outcomes in OPERATION FLASHPOINT 2 (aka. You Shot My Pilot!)

I've been enjoying the OPERATION FLASHPOINT: DRAGON RISING campaign recently.

14+ Reasons for Coming to Paris in June: Game AI Conference '10 Line-Up Announced

Building on the incredible success of last year's sell-out event, AiGameDev.

Case-based Reasoning and User Generated Behavior with Ashwin Ram

This article was published for AiGameDev.com Insiders, free by registration.

AI Summit '10: Slides, Notes, Highlights and Photos

The first two days of GDC 2010 featured the second edition of the AI Summit, which brought together a variety of game AI developers from around the world.

On the AI Strategy for KILLZONE 2's Multiplayer Bots

The first session at GDC's AI Summit features a case study of recent games.

Introversion's AI: From Darwinia to Multiwinia with Chris Delay

This article was published for AiGameDev.com Insiders, free by registration.

Global Jam Report: On Little Old Cleaning Ladies in Stealth Games

Last weekend, the Global Game Jam was held worldwide and we took the opportunity to turn it into an AI Marmalade. (For those of you that still don't get the breakfast joke: jam, marmalade.

Would You Like Some AI Marmalade to Accompany that Game Jam, Sir? Madam?

The Global Game Jam will take place worldwide this weekend. For those of you participating that are looking for a challenge, fresh ideas to distinguish your game,

Predictions in Retrospect, Trends, Key Moments and Controversies of 2009!

2009 has been a very important year for game AI as a discipline, possibly one of the most significant yet.

Announcing the Paris Game AI Conference 2010 and Call for Proposals

Those of you who stay up-to-date with AiGameDev.com behind the scenes (on Twitter or in the Forums) know that we've been preparing the 2010 edition of the Paris Game AI Conference for many months

This Year's Brightest Games: 2009 AiGameDev.com Awards for Game AI (Results)

This 3rd edition is set to be the most controversial yet fascinating Annual Awards for Game AI! Let me clarify.

The Isla Principle, New AI Engineer Mistakes & Best Wishes from Our Sponsors

What common mistakes do new AI engineers make when they first move into game development? How long does it take for them to realize that designers will find edge cases in the code no matter what?

Vote Now! 2009 AiGameDev.com Awards for Game AI

This article was published for AiGameDev.com Insiders, free by registration.

Welcome to the 3rd Annual AiGameDev.

The 2009 AiGameDev.com Awards for Game AI: Submit Your Nominations

In December for the past couple years, AiGameDev.com has hosted The Game AI Awards to celebrate the games that came out over the previous twelve months and particularly those with great artificial

Where Did That Enemy Go? Threat Prediction and Reasoning in KILLZONE 2

This article was published for AiGameDev.com Insiders, free by registration.

HCSM: A Framework for Behavior and Scenario Control in Virtual Environments

Finite-state machines have been getting a lot of bad press over the past couple years, and justifiably so!

Winning the 2K Bot Prize with a Long-Term Memory Database using SQLite

Note: This article was written by Jeremy Cothran and Alex Champandard (editor) about Jeremy's winning entry to the 2009 edition of the 2K Bot Prize.

Procedural Level Geometry from Left 4 Dead 2: Spying on the AI Director 2.0

Since Valve announced Left 4 Dead 2, the feature of the AI Director 2.0 that grabbed the most attention has to be the dynamically changing level geometry.

Squad Patrol in Halo 3 ODST: Populating a Hub World with Enemy Forces

This article was published for AiGameDev.com Insiders, free by registration.

There's a Hole in Your NavMesh, Dear Zombie

INVITATION: What are the next big challenges for Zombie AI? Join resident expert Phil Carlisle and your regular host Alex Champandard in a Halloween Special this weekend.

There's a Hole in Your NavMesh, Dear Zombie (+ Halloween Special November 1st)

INVITATION: What are the next big challenges for Zombie AI? Join resident expert Phil Carlisle and your regular host Alex Champandard in a Halloween Special this weekend.

Research Report from CIG 2009 The Diminishing Industrial/Academic Divide

Editor's Note: This coverage from IEEE Symposium on Computational Intelligence and Games 2009 was written by Luke Dicken.

Takeaway for Beginners in Game AI & Thanks to Our Sponsors

The Paris Game AI Conference '09 that we organized four months ago brought together many experienced developers from industry and a majority of the middleware developers in Game AI including our

Not in My Line of Fire! Sensible Combat Behaviors using SPU Jobs

This article was published for AiGameDev.com Insiders, free by registration.

Semi-Robotic Swans, New Writers And Career Opportunities in Game AI

I used to think of this site as a swan. What you see on the surface, including those many in-depth features and attentively formated articles,

Helping Sam Fisher Look Cool with AI-Assisted Player Control

This article was published for AiGameDev.com Insiders, free by registration.

Infinite Mario AI using A* Search: The Definitive Interview with Robin Baumgarten

Unless you're on some kind of social media and entertainment news diet, you've no doubt heard about the Infinite Mario AI competition, and Robin Baumgarten's A*-based solution.

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