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Preface | |
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Web Materials | |
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Acknowledgments | |
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The Editors | |
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The Contributors | |
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General Wisdom | |
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What Is Game Al? | |
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Informing Game Al through the Study of. Neurology | |
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Advanced Randomness Techniques for Game Al: Gaussian Randomness, Filtered Randomness, and Perlin Noise | |
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Architecture | |
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Behavior Selection Algorithms: An Overview | |
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Structural Architecture-Common Tricks of the Trade | |
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The Behavior Tree Starter Kit | |
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Real-World Behavior Trees in Script | |
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Simulating Behavior Trees: A Behavior Tree/Planner Hybrid Approach | |
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An Introduction to Utility Theory | |
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Building Utility Decisions into Your Existing Behavior Tree | |
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Reactivity and Deliberation in Decision-Making Systems | |
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Exploring HTN Planners through Example | |
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Hierarchical Plan-Space Planning for Multi-unit Combat Maneuvers | |
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Phenomenal Al Level-of-Detail Control with the LOD Trader | |
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Runtime Compiled C++ for Rapid Al Development | |
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Plumbing the Forbidden Depths: Scripting and Al | |
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Movement and Pathfinding | |
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Pathfinding Architecture Optimizations | |
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Choosing a Search Space Representation | |
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Creating High-Order Navigation Meshes through Iterative Wavefront Edge Expansions | |
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Precomputed Pathfinding for Large and Detailed Worlds on MMO Servers | |
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Techniques for Formation Movement Using Steering Circles | |
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Collision Avoidance for Preplanned Locomotion | |
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Crowd Pathfinding and Steering Using Flow Field Tiles | |
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Efficient Crowd Simulation for Mobile Games | |
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Animation-Driven Locomotion with Locomotion Planning | |
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Strategy and Tactics | |
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Tactical Position Selection: An Architecture and Query Language | |
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Tactical Pathfinding on a NavMesh | |
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Beyond the Kung-Fu Circle: A Flexible System for Managing NPC Attacks | |
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Hierarchical Al for Multiplayer Bots in Killzone 3 | |
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Using Neural Networks to Control Agent Threat Response | |
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Agent Awareness and Knowledge Representation | |
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Crytek's Target Tracks Perception System | |
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How to Catch a Ninja: NPC Awareness in a 2D Stealth Platformer | |
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Asking the Environment Smart Questions | |
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A Simple and Robust Knowledge Representation System | |
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A Simple and Practical Social Dynamics System | |
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Breathing Life into Your Background Characters | |
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Alibi Generation: Fooling All the Players All the Time | |
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Racing | |
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An Architecture Overview for Al in Racing Games | |
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Representing and Driving a Race Track for Al Controlled Vehicles | |
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Racing Vehicle Control Systems using PID Controllers | |
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The Heat Vision System for Racing Al: A Novel Way to Determine Optimal Track Positioning | |
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A Rubber-Banding System for Gameplay and Race Management | |
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Odds and Ends | |
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An Architecture for Character-Rich Social Simulation | |
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A Control-Based Architecture for Animal Behavior | |
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Introduction to GPGPU for Al | |
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Creating Dynamic Soundscapes Using an Artificial Sound Designer | |
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Tips and Tricks for a Robust Third-Person Camera System | |
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Implementing N-Grams for Player Prediction, Procedural Generation, and Stylized Al | |
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Index | |