Upcoming Events
Unite 2010
11/10 - 11/12 @ Montréal, Canada

GDC China
12/5 - 12/7 @ Shanghai, China

Asia Game Show 2010
12/24 - 12/27  

GDC 2011
2/28 - 3/4 @ San Francisco, CA

More events...
Quick Stats
50 people currently visiting GDNet.
2406 articles in the reference section.

Help us fight cancer!
Join SETI Team GDNet!
Link to us Events 4 Gamers
Intel sponsors gamedev.net search:
Gaming

Resources Listed: 26
Gaming
Topic Author Description
A Practical Guide to Building a Complete Game AI: Volume I
[Added: 10/12/1999]
Geoff Howland  Part I of this series covers state machines, unit actions, and grouping. 
A Practical Guide to Building a Complete Game AI: Volume II
[Added: 10/12/1999]
Geoff Howland  Part 2 covers unit goals and pathfinding. 
AI for Games and Animation: A Cognitive Modeling Approach
[Added: 2/21/2000]
John Funge  Transcends geometric, kinematic, physical, and behavioral models to examine the possibilities of cognitive models. 
AI In Empire-Based Games
[Added: 7/31/1999]
Various  A thread on implementing AI in strategy and empire-building games. 
AI Madness: Using AI to Bring Open-City Racing to Life
[Added: 1/29/2001]
Joe Adzima  Provides a strategy for programmers who are trying to create AI for open city racing games. 
AI Uncertainty
[Added: 9/7/1999]
Scott Thomson  Discusses using Bayesian networks to deal with uncertainty in game AI 
Artificial Emotion: Simulating Mood and Personality
[Added: 2/21/2000]
Ian Wilson  A look at how the appearance of emotion can be used in games. 
Building Brains Into Your Games
[Added: 7/31/1999]
Andre LaMothe  Discusses various AI topics ranging from the simple to the complex. 
Chess Programming Part I: Getting Started
[Added: 5/17/2000]
François Dominic Laramée  This series takes the reader through the algorithms and strategies needed in creating the artificial intelligence involved in chess and similar games. Part One gives an overview of the material that will be covered. 
Chess Programming Part II: Data Structures
[Added: 6/11/2000]
François Dominic Laramée  In the second installment in this series about developing an opponent AI, the most common and useful data structures are explained. 
Chess Programming Part III: Move Generation
[Added: 7/17/2000]
François Dominic Laramée  The third installment in this series examines the two major move generation strategies and explains how to choose between them for a given application. 
Chess Programming Part IV: Basic Search
[Added: 8/6/2000]
François Dominic Laramée  Pat IV of this series focuses on the basics of two-agent search in strategy games: why it is useful, how to do it, and what it implies for the computer's style of play. 
Chess Programming Part V: Advanced Search
[Added: 9/6/2000]
François Dominic Laramée  In this next-to-last article, FDL examines advanced search-related techniques which can speed up and/or strengthen your chess-playing program. 
Chess Programming Part VI: Evaluation Functions
[Added: 10/8/2000]
François Dominic Laramée  The series ends with a close look at creating a good evaluation function, and includes a demo chess program. 
Designing Need-Based AI for Virtual Gorillas
[Added: 1/6/2001]
Ernest Adams  Described need based AI in the context of virtual gorillas, but the information can be applied generally. 
Game AI: The State of the Industry
[Added: 2/21/2000]
Steve Woodcock  Ferretman looks at the current trends of AI in games. 
Game AI: The State of the Industry, Part One
[Added: 11/2/2000]
Steve Woodcock  Ferretman's 2000 update on the current importance of AI in games. 
Game AI: The State of the Industry, Part Two
[Added: 11/13/2000]
David C. Pottinger and Prof. John E. Laird  The second installment of Game Developer magazine's annual investigation into game AI presents two more experts discussing this ever-evolving field. 
Game Developers Conference 2001: An AI Perspective
[Added: 5/11/2001]
Eric Dybsand  Highlights some of the more salient points from the computer game AI related sessions he attended during the recent GDC 2001. 
Hierarchal AI
[Added: 9/7/1999]
Andrew Luppnow  This document proposes an approach to the problem of designing the AI routines for intelligent computer wargame opponents 
Implementing a Blackboard-like System for Squad-Level Combat AI Part I
[Added: 4/27/2003]
Phillip Culliton  Deals with the problem of implementing a simple blackboard system for use in a squad-level simulation taking place in real time. 
More AI in Less Processor Time: Egocentric AI
[Added: 6/21/2000]
Ian Wright  Presents techniques to control and manage real-time AI execution, techniques that open up the possibility for future hardware acceleration of AI. 
Recognizing Strategic Dispositions thread
[Added: 7/5/2000]
Steve Woodcock  A compilation of a 1995 newsgroup thread about creating an AI that recognizes strategic situations. 
 
 Key: = HTML article hosted here  , = HTML article hosted elsewhere  = link to another web site  = Adobe Acrobat document  = Zip files  = Word or text document