Genre

FPS
First-Person Shooter AI Architecture, AIGPW1 p387-396. - 2002.
The Basics of Ranged Weapon Combat, AIGPW1 p411-418. - 2002.
Hunting Down the Player in a Convincing Manner, AIGPW2 p151-159. - 2004.
Being a Better Buddy: Interpreting the Player's Behavior, AIGPW3 p479-494. - 2006.

RTS
Architecting an RTS AI, AIGPW1 p397-401. - 2002.
An Economic Approach to Goal-Directed Reasoning in an RTS, AIGPW1 p402-410. - 2002.
Transport Unit AI for Strategy Games, AIGPW2 p413-423. - 2004.
Wall Building for RTS Games, AIGPW2 p425-437. - 2004.
Preprocessed Solution for Open Terrain Environments, AIGPW1 p161-1170. - 2002.
Multi-Tiered AI Layers and Terrain Analysis for RTS Games, AIGPW2 p447-455. - 2004.
Designing a Multi-Tiered AI Framework, AIGPW2 p457-466. - 2004.
Ant Colony Organization for MMORPG and RTS Creature Resource Gathering, AIGPW3 p495-505. - 2006.
RTS Citizen Unit AI, AIGPW3 p507-516. - 2006.

RPG
Opinion Systems, AIGPW3 p531-554. - 2006.
An Analysis of Far Cry: Instincts' Anchor System, AIGPW3 p555-566. - 2006.
Level-Of-Detail AI for a Large Role-Playing Game, AIGPW1 p419-425. - 2002.
A Dynamic Reputation System Based on Event Knowledge, AIGPW1 p426-435. - 2002.

Animals
Simulating Real Animal Behavior, AIGPW1 p479-485. - 2002.
Simple Swarms as an Alternative to Flocking, AIGPW1 p202-208. - 2002.

Sport
Agent Cooperation in FSMs for Baseball, AIGPW1 p486-494. - 2002.
Intercepting a Ball, AIGPW1 p495-502. - 2002.
Dead Reckoning in Sports and Strategy Games, AIGPW2 p499-504. - 2004.
Building a Sports AI Architecture, AIGPW2 p505-514. - 2004.

Flight
A Combat Flight Simulation AI Framework, AIGPW3 p517-528. - 2006.


Racing
  • The Pure Advantage: Advanced Racing Game AI - 2009
  • AIGPW1 - Representing a racetrack for the AI. p439-443
  • AIGPW1 - Racing AI Logic. p444-454
  • AIGPW1 - Training a AI to race. p455-459
  • AIGPW1 - Competitive AI racing under open street conditions. p460-471
  • Camera AI for Replays, AIGPW1 p472-478. - 2002.
  • Racing Vehicle Control using Insect Intelligence, AIGPW2 p469-484. - 2004.
  • Fast and Efficient Approximation of Racing Lines, AIGPW2 p485-488. - 2004.
  • The Art of Surviving a Simulation Title, AIGPW2 p489-497. - 2004.




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