Chapter 1 Simulation of Social Norms in City of Gangsters
Dr Robert Zubek
Chapter 2 Character Believability
Paul Roberts
Chapter 3 Monkey Business: NPC Player Imitation in Team17’s The Survivalists
Steven Dalton
Chapter 4 Not All AIs are Made the Same
Tobias Karlsson
Chapter 5 Stitching It Together The Enemies of Sackboy: A Big Adventure
Huw Talliss
Chapter 6 Creating Characters Using Components
John Reynolds
Chapter 7 NPCs That Feel Alive: Achieving Variety and Complexity with Limited Resources
Alessia Nigretti
Chapter 8 Utility AI and Emergent Gameplay: Transforming Game Worlds
Dr Vicky Bloom
Chapter 9 Agitation System in Assassin’s Creed Nexus
Lisa Ridley
Chapter 10 Systemic vs Scripted
Vincent Breton Kochanowski
Chapter 11 Animation‑Driven Behaviour
Johan Holthausen
Chapter 12 Combining Behaviour and Animation Systems in Luna Abyss
John Reynolds
Chapter 13 Creating Boss Behaviours in Luna Abyss
John Reynolds and Matthew Reynolds
Chapter 14 Using Voxels for Environmental Cues
Richard Bull
Chapter 15 N‑Gram for Any Direction Prediction in VR
Michele Condò
Chapter 16 Character Utility Behaviour Graph
David Wooldridge
Chapter 17 The Creature Believability Scale
Dr Nuno Vicente Barreto, Dr Fernando Penousal Machado, and Dr Licínio Roque
Chapter 18 Building a Buddy: Choosing the Right Brain
Dale Green
Chapter 19 Dumbing Down AI: The Art of Making Intelligence Stupid
Sarah Cook
Chapter 20 A Beginner’s Guide to AI Character Design
Dr Tommy Thompson
Biography
Paul Roberts is a Senior Lecturer and Course Lead for BSc (Hons) Computer Games Programming at the University of Staffordshire. Prior to this he was Technical Director at his own independent game studio Grinning Cat. He has worked in a variety of Principal/Lead AI Programmer roles for a range of studios in the UK including Sumo Digital, Team17, Traveller’s Tales, Activision, and some smaller indie studios. Paul has a range of published titles including Worms Revolution, Pitfall!, Call of Duty: Strike Team, The Lego Movie: The Video Game, Pixel-8, and Power-Up. Paul has a Master’s by Research in Computer Science (with Artificial Intelligence), which focused on pathfinding, the development of the DRS algorithm and ways to test the believability of generated paths. Paul is currently a PhD candidate exploring believable decision-making based on memories for boxing games. Paul set up the GameAI Discord channel that has brought together hundreds of game AI professionals, where approaches are shared and ideas discussed. He has recently started the GameAIUncovered YouTube channel, which explains how different game AI concepts work, has written several books, some fiction, others academic, and is the editor for this Game AI Uncovered series.






