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Preface | |
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Acknowledgments | |
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About the Cover Image | |
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Contributor Bios | |
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General Wisdom | |
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Custom Tool Design for Game AI | |
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Using STL and Patterns for Game AI | |
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Declarative AI Design for Games?Considerations for MMOGs | |
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Designing for Emergence | |
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Fun Game AI Design for Beginners | |
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Strategies for Multiprocessor AI | |
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Academic AI Research and Relations with the Game Industry | |
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Writing AI as Sport | |
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Pathfinding | |
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Cooperative Pathfinding | |
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Improving on Near-Optimality: More Techniques for Building Navigation Meshes | |
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Smoothing a Navigation Mesh Path | |
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Preprocessed Pathfinding Using the GPU | |
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Movement | |
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Flow Fields for Movement and Obstacle Avoidance | |
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Autonomous Camera Control with Constraint Satisfaction Methods | |
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Insect AI 2: Implementation Strategies | |
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Intelligent Steering Using Adaptive PID Controllers | |
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Fast, Neat, and Under Control: Arbitrating Between Steering Behaviors | |
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Real-Time Crowd Simulation Using AI.implant | |
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Architecture | |
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Flexible Object-Composition Architecture | |
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A Goal-Based, Multitasking Agent Architecture | |
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Orwellian State Machines | |
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A Flexible AI System through Behavior Compositing | |
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Goal Trees | |
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A Unified Architecture for Goal Planning and Navigation | |
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Prioritizing Actions in a Goal-Based RTS AI | |
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Extending Simple Weighted-Sum Systems | |
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AI Waterfall: Populating Large Worlds Using Limited Resources | |
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An Introduction to Behavior-Based Systems for Games | |
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Simulating a Plan | |
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Tactics and Planning | |
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Probabilistic Target Tracking and Search Using Occupancy Maps | |
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Dynamic Tactical Position Evaluation | |
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Finding Cover in Dynamic Environments | |
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Coordinating Teams of Bots with Hierarchical Task Network Planning | |
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Genre Specific | |
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Training Digital Monsters to Fight in the Real World | |
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The Suffering: Game AI Lessons Learned | |
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Environmental Awareness in Game Agents | |
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Fast and Accurate Gesture Recognition for Character Control | |
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Being a Better Buddy: Interpreting the Player?s Behavior | |
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Ant Colony Organization for MMORPG and RTS Creature Resource Gathering | |
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RTS Citizen Unit AI | |
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A Combat Flight Simulation AI Framework | |
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Scripting and Dialog | |
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Opinion Systems | |
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An Analysis of Far Cry Instincts? Anchor System | |
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Creating a Visual Scripting System | |
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Intelligent Story Direction in the Interactive Drama Architecture | |
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Learning And Adaptation | |
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Practical Algorithms for In-Game Learning | |
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A Brief Comparison of Machine Learning Methods | |
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Introduction to Hidden Markov Models | |
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Preference-Based Player Modeling | |
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Dynamic Scripting | |
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Encoding Schemes and Fitness Functions for Genetic Algorithms | |
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A New Look at Learning and Games | |
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Constructing Adaptive AI Using Knowledge-Based Neuroevolution | |
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About the CD-ROM | |
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Index | |