Thursday, October 13, 2005

AT recourses for Game Development:

Web sites on game AI:

Game developer:
AIWisdom.com by Steve Rabin ("Our Goal: Catalogue Every Game AI Article and Every Graphics Article")
Game/AI blog by Damian Isla
Game AI Page by Steve Woodcock
aiGuru.com by Michael Zarozinski
AI Depot by Alex Champandard
Game AI links by Robert Zubek
An AI Architecture for Games and Robotics by Nick Porcino
Artificial Intelligence resources at gamedev.net
Artificial Intelligence resources at GDSE

Academic:
Artificial Intelligence and Computer Games Research at UMich by John Laird et al.
Artificial Intelligence section of Amit Patel's Game Programming Information.
AI Center by Alexander Nareyek
Dialogue in Computer Games by Penny Drennan
Game AI Paper Summaries, Strategy AI and by Penny Sweetser

Conferences and workshops:
V-Crowds '05 The First International Workshop on Crowd Simulation
Artificial Intelligence and Interactive Digital Entertainment Conference (AIIDE 2005)
AAAI-04 Workshop on Challenges in Game AI (2004)
Artificial Intelligence and Interactive Entertainment (AAAI AIIE 2002, 2001, 2000, 1999)
Books: (see also AIWisdom.com)
Artificial Intelligence for Computer Games: An Introduction (2004) by John D. Funge. The companion web site ai4games.org includes bibliography, errata, chapter guide, and relevant links.
Programming Game AI by Example (2004) by Mat Buckland
AI Game Engine Programming (2004) by Brian Schwab
AI for Game Developers (2004) by David M. Bourg and Glenn Seeman
AI Game Development: Synthetic Creatures with Learning and Reactive Behaviors (2003) by Alex Champandard. See also the companion web site AiGameDev.com.
AI Game Programming Wisdom 2 (2003) edited by Steve Rabin.
AI Game Programming Wisdom (2002) edited by Steve Rabin.
AI for Animation and Games: A Cognitive Modeling Approach (1999) by John D. Funge.

Papers:

Surveys and overviews:
Alex Nareyek (2004) Artificial Intelligence in Computer Games - State of the Art and Future Directions ACM Queue 1(10), 58-65 (PDF of print version)
Behavior Modeling in Commercial Games (2004) by David E. Diller, William Ferguson, Alice M. Leung, Brett Benyo, Dennis Foley [DOC]

Pathfinding:
Near Optimal Hierarchical Path-Finding (2004) Adi Botea, Martin Müller and Jonathan Schaeffer
Efficient Navigation Mesh Implementation (2004) John C. O’Neill
Realistic Human Path Planning using Fluid Simulation [PDF] (2004) by René G. Burgess and Christian J. Darken
Ribbon Networks for Modeling Navigable Paths of Autonomous Agents in Virtual Urban Environments [PDF] (2003) Peter Willemsen, Joseph K. Kearney and Hongling Wang
Interactive Navigation in Complex Environments Using Path Planning (2003) Brian Salomon, Maxim Garber, Ming C. Lin, and Dinesh Manocha
Polygon Soup for the Programmer's Soul: 3D Pathfinding (2001) by Patrick Smith. GDC 2001 presentation slides in [PPT].

Formations:
Formation-Based Pathfinding With Real-World Vehicles (2000) by Jim Van Verth, Victor Brueggemann, Jon Owen and Peter McMurry. Extends steering behaviors to include multi-vehicle formations and explores more specific vehicle locomotion models.
Coordinated Unit Movement, and Implementing Coordinated Movement (1999) by Dave Pottinger

Closely related robotics papers:
Formations with a Mission: Stable Coordination of Vehicle Group Maneuvers (2002) by Petter Ogren, Edward Fiorelli and Naomi Ehrich Leonard
Negotiated Formations (2003) by David J. Naffin and Gaurav S. Sukhatme
Robot Formations Using Only Local Sensing and Control (2001) by Jakob Fredslund and Maja J Mataric
Social Potentials for Scalable Multi-Robot Formations (2000) by Tucker Balch and Maria Hybinette
Behavior-based Formation Control for Multi-robot Teams (1999) by Tucker Balch and Ronald C. Arkin

Steering behaviors:
Autonomous Behaviors for Interactive Vehicle Animations (2004) by Jared Go, Thuc Vu and James Kuffner. [PDF]
Fast, Neat and Under Control: Inverse Steering Behaviors for Physical Autonomous Agents (2003) Heni Ben Amor, Oliver Obst, Jan Murray. [PDF] [CiteSeer]
Steering Behaviors For Autonomous Characters (1999) by Craig Reynolds. [PDF] [CiteSeer]

Crowds:
FastCrowd: Real-Time Simulation and Interaction with Large Crowds based on Graphics Hardware (2004) by Nicolas Courty and Soraia Raupp Musse [PDF]
Interaction with Groups of Autonomous Characters (2000) by Craig Reynolds. [PDF]

Camera AI:
A Cinematography System for Virtual Storytelling (2003) Nicolas Courty, Fabrice Lamarche, Stéphane Donikian, and Éric Marchand. [PDF]
Real-Time Camera Control For Interactive Storytelling (2002) Fred Charles, Jean-Luc Lugrin, Marc Cavazza and Steven J. Mead. [PDF] [CiteSeer]
A Camera Engine for Computer Games: Managing the Trade-Off Between Constraint Satisfaction and Frame Coherence (2001) by Nicolas Halper, Ralf Helbing and Thomas Strothotte. [PDF] [CiteSeer]
The Virtual Cinematographer: A Paradigm for Automatic Real-Time Camera Control and Directing (1996) by Michael F. Cohen, Li-wei He and David Salesin. [PDF] [CiteSeer]
Visibility and perception:
Visibility and Concealment Algorithms for 3D Simulations [PDF] (2004) by Christian J. Darken
AI on the GPU [PDF] (2004) by Christian J. Darken, E. Ray Pursel, J. Steve Correia. On determining how entities on a virtual battlefield see each other.
State Estimation for Game AI using Particle Filters (2004) by Curt Bererton. [PDF] [AVI video]
Object Persistence for Synthetic Characters (2002) by Damian A. Isla and Bruce M. Blumberg. [PDF]

Social and conversational agents:
Character Participation in Social Interaction [PDF] (2004) by Robert Zubek
Generic Personality and Emotion Simulation for Conversational Agents [PDF] (2004) by Arjan Egges, Sumedha Kshirsagar, Nadia Magnenat-Thalmann
FLAME - A Fuzzy Logic Adaptive Model of Emotions (2000) by Magy Seif El-Nasr, John Yen, and Thomas Ioerger. [PS]

Story AI:
AI Characters and Directors for Interactive Computer Games (2004) Brian Magerko, John E. Laird, Mazin Assanie, Alex Kerfoot and Devvan Stokes. [PDF]
An intent-driven planner for multi-agent story generation (2004) by Mark Owen Riedl and R. Michael Young. [PDF]
Interactive Narrative Architecture Based on Filmmaking Theory (2004) by Magy Seif El-Nasr. [PDF]
A Search-Based Drama Manager (2004) by Ari Lamstein and Michael Mateas [PDF]
Façade: An Experiment in Building a Fully-Realized Interactive Drama (2003) Michael Mateas and Andrew Stern [PDF]
The Stage as a Character: Automatic Creation of Acts of God for Dramatic Effect (1995) by Bradley Rhodes and Pattie Maes

Action selection and agent architecture:
Improv: A System for Scripting Interactive Actors in Virtual Worlds (1996) by Ken Perlin and Athomas Goldberg [PDF] [CiteSeer] [related page]
Multi-Level Direction of Autonomous Creatures for Real-Time Virtual Environments (1995) by Bruce Blumberg and Tinsley Galyean. [PDF] [CiteSeer]
Strategy and tactics:
Rules versus Scripts in Games Artificial Intelligence (2004) by Nathan Combs and Jean-Louis Ardoint. [PDF]
It Knows What You're Going to Do: Adding Anticipation to a Quakebot (2001) by John E. Laird. [PDF]

Learning and evolution:
Evolving Opponents for Interesting Interactive Computer Games (2004) by Georgios N. Yannakakis and John Hallam. [PDF]
Fast and Learnable Behavioral and Cognitive Modeling for Virtual Character Animation (2004) Jonathan Dinerstein, Parris K. Egbert, Hugo de Garis and Nelson Dinerstein. [PDF]
Integrated Learning for Interactive Synthetic Characters (2002) Bruce Blumberg, Marc Downie, Yuri Ivanov, Matt Berlin, Michael Patrick Johnson, Bill Tomlinson. [PDF]

Other:
Automating Lighting Design for Interactive Entertainment (2004) Magy Seif El-Nasr and Ian Horswill. [PDF]
Realistic Autonomous Navigation in Dynamic Environments (2003) by Alex Champandard (Masters thesis, University of Edinburgh)
RTS Games as Test-Bed for Real-Time Research [PDF] (2003) Michael Buro and Timothy Furtak.
Artificial Stupidity: The Art of Intentional Mistakes (2003) Lars Liden. [PDF]
Putting AI in Entertainment: An AI Authoring Tool for Simulation and Games (2002) by Daniel Fu and Ryan Houlette [PDF]
Strategic and Tactical Reasoning with Waypoints (2002) Lars Liden. [PDF]
Gamebots: A 3D Virtual World Test-Bed For Multi-Agent Research (2001) Rogelio Adobbati, Andrew N. Marshall, Andrew Scholer, Sheila Tejada, Gal Kaminka, Steven Schaffer, Chris Sollitto. [PDF] [CiteSeer]

Game AI articles:
Artificial Intelligence articles from Gamasutra (requires free registration)
Using Genetic Algorithms for Game AI by Greg James at GIGnews
AI in Video Games vs. AI in Academia (Slashdot discussion)
Wild Things game AI article from Wired.
AI helps gamers keep on playing (BBC 2002) by Mark Ward on AI in Majorem
Computer games start thinking (BBC 2002) by Mark Ward
The future of artificial intelligence: The Borg? (2002, ZDNet) group mind AI for "Dmitry"
AI in action games: complete interviews (2002, PC Gamer)
NOLF 2: the complete developer interview (2002, PC Gamer)
AI Middleware: Getting into Character by Eric Dybsand (Gamasutra, July 2003) parts: 1, 2, 3, 4, 5
The Full Spectrum Warrior Camera System by John Giors (GDC 2004, Gamasutra (requires free registration))
Under the hood of The Sims (2002 IE only?) lecture notes by Ken Forbus
What does AI offer video games? (2004, self-published) by Craig Furness
Bringing emotions to video games Can games inspire feelings as well as fun? by Tom Loftus (2004, MSNBC) [PDF]
Adapting the Tools of Drama to Interactive Storytelling (2001, Gamasutra (requires free registration)) by Randy Littlejohn
Agitating for Dramatic Change (2003, Gamasutra (requires free registration)) by Randy Littlejohn

Software:

Commercial:
AI.implant from BioGraphic Technologies
Massive (crowd system used in Lord of the Rings, see also)
Softimage Behavior
RenderWare A.I. ("powered by Kynogon")
SimBionic from Stottler Henke Associates see also.
Pariveda
Louder Than A Bomb! Software
Virtools AI Pack (formerly NeMo?)
DirectIA
emotion ai
Realtime Drama

Open source:
OpenAI
FEAR: a generic framework for AI development with a collection of building blocks, and methodologies to extend the system
OpenSteer: a C++ library and tools to help construct steering behaviors for autonomous characters

Other:
IGDA's committee on Artificial Intelligence (AI) Interface Standards [related game AI newsletter]
International Journal of Intelligent Games & Simulation
Computers > Artificial Intelligence > Games (Google/DMOZ directory)
comp.ai.games newsgroup (via web or nntp)

Related topics:
Games with programmable AI: games providing API/SDK allowing them to be used as testbeds for AI research. (From CS 672: Learning and Sequential Decision Making by Michael L. Littman.)
ORTS - A Free Software RTS Game Framework
Freeciv: "Cause civilization should be free!"
Games > Video Games > Simulation > Programming Games (Google/DMOZ directory)
Gamebots Unreal Tournament as a domain for research in artificial intelligence
Emotionally Challenged blog by Ian Wilson on articial emotion.
Terra Nova a blog about virtual worlds: "computer-generated, persistent, immersive, and representational social platforms...MMORPGs..."
Interactive Storytelling: Techniques for 21st Century Fiction (2004) book by Andrew Glassner
GPGPU General-Purpose Computation Using Graphics Hardware
AI on the Web a massive directory of general (not specifically game related) AI links, online companion to the book Artificial Intelligence: A Modern Approach