Table of contents for AI game programming wisdom 3 / 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 provided by the publisher. Contents may have variations from the printed book or be incomplete or contain other coding.


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Contents
Preface
Acknowledgments
About the Cover Images
Author Bios
SECTION 1	GENERAL WISDOM
1.1	Custom Tool Design for Game AI
P.J. Snavely
1.2	Using STL and Patterns for Game AI
James Freeman-Hargis
1.3	Declarative AI Design for Games¿Considerations for MMOGs
Nathan Combs
1.4	Designing for Emergence
Benjamin Wootton
1.5	Fun Game AI Design for Beginners
Matt Gilgenbach
1.6	Strategies for Multi-Processor AI
Sergio Garces
1.7	Academic AI Research and Relations with the Game Industry
Christian Baekkelund
1.8	Writing AI as Sport
Peter Cowling
SECTION 2	PATHFINDING
2.1	Cooperative Pathfinding
David Silver
2.2	Improving on Near-Optimality: More Techniques for Building Navigation Meshes
Fredrik Farnstrom
2.5	Smoothing a Navigation Mesh Path
Geraint Johnson
2.4	Preprocessed Pathfinding Using the GPU
Renaldas Zioma
SECTION 3	MOVEMENT
3.1	Flow Fields for Movement and Obstacle Avoidance
Bob Alexander
3.2	Autonomous Camera Control with Constraint Satisfaction Methods
Owen Bourne and Abdul Sattar
3.3	Insect AI 2: Implementation Strategies
Nick Porcino
3.4	Intelligent Steering Using Adaptive PID Controllers
Euan Forrester
3.5	Fast, Neat, and Under Control: Arbitrating Between Steering Behaviors
Heni Ben Amor, Jan Murray, and Oliver Obst
3.6	Real-Time Crowd Simulation Using AI.implant
Paul Kruszewski
SECTION 4	ARCHITECTURE
4.1	Flexible Object-Composition Architecture
Sergio Garces
4.2	A Goal-Based, Multi-Tasking Agent Architecture
Elizabeth Gordon
4.3	Orwellian State Machines
Igor Borovikov
4.4	A Flexible AI System through Behavior Compositing
Matt Gilgenbach and Travis McIntosh
4.5	Goal Trees
Geraint Johnson
4.6	A Unified Architecture for Goal Planning and Navigation
Dominic Filion
4.7	Prioritizing Actions in a Goal-Based RTS AI
Kevin Dill
4.8	Extending Simple Weighted-Sum Systems
Sergio Garces
4.9	AI Waterfall: Populating Large Worlds Using Limited Resources
Sandeep V. Kharkar
4.10	An Introduction to Behavior-Based Systems for Games
Aaron Khoo
4.11	Simulating a Plan
Petar Kotevski
SECTION 5	TACTICS AND PLANNING
5.1	Probabilistic Target Tracking and Search Using Occupancy Maps
Dami n Isla
5.2	Dynamic Tactical Position Evaluation
Remco Straatman, Arjen Beij, and William van der Sterren
5.3	Finding Cover in Dynamic Environments
Christian J. Darken and Gregory H. Paull
5.4	Coordinating Teams of Bots with Hierarchical Task Network Planning
Hector Munoz-Avila and Hai Hoang
SECTION 6	GENRE SPECIFIC
6.1	Training Digital Monsters to Fight in the Real World
James Boer and John Corpening
6.2	The Suffering: Game AI Lessons Learned
Greg Alt
6.3	Environmental Awareness in Game Agents
Penny Sweetser
6.4	Fast and Accurate Gesture Recognition for Character Control
Markus Wöß
6.5	Being a Better Buddy: Interpreting the Player¿s Behavior
William van der Sterren
6.6	Ant Colony Organization for MMORPG and RTS Creature Resource Gathering
Jason Dunn
6.7	RTS Citizen Unit AI
Shawn Shoemaker
6.8	A Combat Flight Simulation AI Framework
Phil Carlisle
SECTION 7	SCRIPTING AND DIALOG
7.1	Opinion Systems
Adam Russell
7.2	An Analysis of Far Cry: Instincts¿ Anchor System
Eric Martel
7.3	Creating a Visual Scripting System
Matthew McNaughton and Thomas Roy
7.4	Intelligent Story Direction in the Interactive Drama Architecture
Brian Magerko
SECTION 8	LEARNING AND ADAPTATION
8.1	Practical Algorithms for In-Game Learning
John Manslow
8.2	A Brief Comparison of Machine Learning Methods
Christian Baekkelund
8.3	Introduction to Hidden Markov Models
Robert Zubek
8.4	Preference-Based Player Modeling
Jeroen Donkers and Pieter Spronck
8.5	Dynamic Scripting
Pieter Spronck
8.6	Encoding Schemes and Fitness Functions for Genetic Algorithms
Dale Thomas
8.7	A New Look at Learning and Games
Christian Baekkelund
8.8	Constructing Adaptive AI Using Knowledge-Based Neuroevolution
Ryan Cornelius, Kenneth O. Stanley, and Risto Miikkulainen
About the CD-ROM
Index

Library of Congress Subject Headings for this publication:

Computer games -- Design.
Computer games -- Programming.
Computer graphics.
Artificial intelligence.