Contents
1 The Illusion of Intelligence
Steve Rabin
2 Creating the Past, Present, and Future with Random Walks
John Manslow
3 Logging Visualization in FINAL FANTASY XV
Matthew W. Johnson, Fabien Gravot, Shintaro Minamino, Ingimar Hόlm Guðmundsson, Hendrik Skubch, and Youichiro Miyake
4 What You See Is Not What You Get: Player Perception of AI Opponents
Baylor Wetzel and Kyle Anderson
5 Six Factory System Tricks for Extensibility and Library Reuse
Kevin Dill
6 Debugging AI with Instant In-Game Scrubbing
David Young
7 But, It Worked on My Machine! How to Build Robust AI for Your Game
Sergio Ocio Barriales
Kevin Dill and Christopher Dragert
9 Overcoming Pitfalls in Behavior Tree Design
Anthony Francis
10 From Behavior to Animation: A Reactive AI Architecture for Networked First-Person Shooter Games
Sumeet Jakatdar
Youichiro Miyake, Youji Shirakami, Kazuya Shimokawa, Kousuke Namiki, Tomoki Komatsu, Joudan Tatsuhiro, Prasert Prasertvithyakarn, and Takanori Yokoyama
12 A Reusable, Light-Weight Finite-State Machine
David “Rez” Graham
13 Choosing Effective Utility-Based Considerations
Mike Lewis
14 Combining Scripted Behavior with Game Tree Search for Stronger, More Robust Game AI
Nicolas A. Barriga, Marius Stanescu, and Michael Buro
Section III Movement and Pathfinding
15 Steering against Complex Vehicles in Assassin’s Creed Syndicate
Eric Martel
16 Predictive Animation Control Using Simulations and Fitted Models
Ingimar Hόlm Guðmundsson, Hendrik Skubch, Fabien Gravot, and Youichiro Miyake
17 Fast Cars, Big City: The AI of Driver San Francisco
Chris Jenner and Sergio Ocio Barriales
18 A Unified Theory of Locomotion
Graham Pentheny
19 RVO and ORCA: How They Really Work
Ben Sunshine-Hill
20 Optimization for Smooth Paths
Mark Langerak
21 3D Flight Navigation Using Sparse Voxel Octrees
Daniel Brewer
22 Faster A* with Goal Bounding
Steve Rabin and Nathan R. Sturtevant
23 Faster Dijkstra Search on Uniform Cost Grids
Nathan R. Sturtevant and Steve Rabin
Section IV Tactics and Strategy
24 Being Where It Counts: Telling Paragon Bots Where to Go
Mieszko Zieliński
25 Combat Outcome Prediction for Real-Time Strategy Games
Marius Stanescu, Nicolas A. Barriga, and Michael Buro
26 Guide to Effective Auto-Generated Spatial Queries
Eric Johnson
27 The Role of Time in Spatio-Temporal Reasoning: Three Examples from Tower Defense
Baylor Wetzel and Kyle Anderson
28 Pitfalls and Solutions When Using Monte Carlo Tree Search for Strategy and Tactical Games
Gijs-Jan Roelofs
29 Petri Nets and AI Arbitration
Sergio Ocio Barriales
30 Hierarchical Portfolio Search in Prismata
David Churchill and Michael Buro
31 Behavior Decision System: Dragon Age Inquisition’s Utility Scoring Architecture
Sebastian Hanlon and Cody Watts
32 Paragon Bots: A Bag of Tricks
Mieszko Zieliński
33 Using Your Combat AI Accuracy to Balance Difficulty
Sergio Ocio Barriales
Robert Zubek
35 Ambient Interactions: Improving Believability by Leveraging Rule-Based AI
Hendrik Skubch
36 Stochastic Grammars: Not Just for Words!
Mike Lewis
37 Simulating Character Knowledge Phenomena in Talk of the Town
James Ryan and Michael Mateas
38 Procedural Level and Story Generation Using Tag-Based Content Selection
Jurie Horneman
39 Recommendation Systems in Games
Ben G. Weber
40 Vintage Random Number Generators
Éric Jacopin
41 Leveraging Plausibility Orderings to Achieve Extremely Efficient Data Compression
Jeff Rollason
42 Building Custom Static Checkers Using Declarative Programming
Ian Horswill, Robert Zubek, and Matthew Viglione