Table of contents for AI game programming wisdom 2 / edited by Steve Rabin.

Bibliographic record and links to related information available from the Library of Congress catalog. Note: Contents data are machine generated based on pre-publication information provided by the publisher. Contents may have variations from the printed book or be incomplete or contain other coding.

General Wisdom
Section 1.1
Common Game AI Techniques
Section 1.2
Promising Game AI Techniques
Section 1.3
New Paradigms in Artificial Intelligence
Section 1.4
Artificial Stupidity: The Art of Intentional Mistakes
Section 1.5
Arcade AI Doesn't Have to Be Dumb
Section 1.6
The Statistics of Random Numbers
Section 1.7
Filtered Randomness for AI Decisions and Game Logic
Pathfinding and Movement
Section 2.1
Search Space Representations
Section 2.2
Inexpensive Precomputed Pathfinding Using a Navigation Set Hierarchy
Section 2.3
Path Look-up Tables - Small is Beautiful
Section 2.4
An Overview of Navigation Systems
Section 2.5
Jumping, Climbing, and Tactical Reasoning: How to Get More Out of a Navigation System
Section 2.6
Hunting Down the Player in a Convincing Manner
Section 2.7
Avoiding Dynamic Obstacles and Hazards
Section 2.8
Intelligent Steering Using PID Controllers
Section 2.9
An AI Approach to Creating an Intelligent Camera System
Group Movement, Tactics, and Planning
Section 3.1
Constraining Autonomous Character Behavior with Human Concepts
Section 3.2
Simple Techniques for Coordinated Behavior
Section 3.3
Team Member AI in an FPS
Section 3.4
Applying Goal-Oriented Action Planning to Games
Section 3.5
Hierarchical Planning in Dynamic Worlds
Section 3.6
Goal Directed Behavior using Composite Tasks
AI Animation Control
Section 4.1
Simplified Animation Selection
Section 4.2
Pluggable Animations
Section 4.3
Intelligent Movement Animation for NPCs
State Machines
Section 5.1
The Ultimate Guide to FSMs in Games
Section 5.2
Stack-Based Finite-State Machines
Section 5.3
Implementing a Data-Driven Finite-State Machine
Section 5.4
Finite-State Machine Scripting Language for Designers
Section 6.1
A Subsumption Architecture For Character-Based Games
Section 6.2
An Architecture for A-Life
Section 6.3
A Flexible Tagging System for AI Resource Selection
Section 6.4
Motivational Graphs: A New Architecture for Complex Behavior Simulation
Section 6.5
Minimizing Agent Processing in Conflict Desert Storm
FPS, RTS, and Strategy AI
Section 7.1
Using a Spatial Database for Runtime Spatial Analysis
Section 7.2
Performing Qualitative Terrain Analysis in Master of Orion 3 
Section 7.3
The Unique Challenges of Turn-Based AI
Section 7.4
Random Map Generation for Strategy Games
Section 7.5
Transport Unit AI for Strategy Games
Section 7.6
Wall Building for RTS Games
Section 7.7
Strategic Decision-Making with Neural Networks and Influence Maps
Section 7.8
Multi-Tiered AI Layers and Terrain Analysis for RTS Games
Section 7.9
Designing a Multi-Tiered AI Framework
Racing and Sports AI
Section 8.1
Racing Vehicle Control using Insect Intelligence
Section 8.2
Fast and Efficient Approximation of Racing Lines
Section 8.3
The Art of Surviving a Simulation Title
Section 8.4
Dead Reckoning in Sports and Strategy Games
Section 8.5
Building a Sports AI Architecture
Section 9.1
Optimized Script Execution
Section 9.2
Advanced Script Debugging
Section 9.3
Adding Error Reporting to Scripting Languages
Section 9.4
Empowering Designers: Defining Fuzzy Logic Behavior through Excel-Based Spreadsheets
Section 9.5
A Modular Camera Architecture for Intelligent Control
Section 10.1
Player Modeling for Adaptive Games
Section 10.2
Constructing a Decision Tree Based on Past Experience
Section 10.3
Understanding Pattern Recognition Methods
Section 10.4
Using Reinforcement Learning to Solve AI Control Problems
Section 10.5
Getting Around the Limits of Machine Learning
Genetic Algorithms and Neural Networks
Section 11.1
How to Build Neural Networks for Games
Section 11.2
How to Build Evolutionary Algorithms for Games
Section 11.3
Adaptive AI: A Practical Example
Section 11.4
Building Better Genetic Algorithms
Section 11.5
Advanced Genetic Programming: New Lessons From Biology
Section 11.6
The Importance of Growth in Genetic Algorithms
Speech Recognition and Dialogue
Section 12.1
SAPI: An Introduction to Speech Recognition
Section 12.2
SAPI: Extending the Basics
Section 12.3
Conversational Agents: Creating Natural Dialogue between Players and Non-Player Characters

Library of Congress Subject Headings for this publication: Computer games Design, Computer games Programming, Computer graphics