1st Edition

Game AI Uncovered Focus Decision-Making

Edited By Paul Roberts Copyright 2027
224 Pages 73 B/W Illustrations
by CRC Press

224 Pages 73 B/W Illustrations
by CRC Press

Paul Roberts’ Game AI Uncovered Focus: Decision-Making brings together twenty chapters from the first five volumes of the Game AI Uncovered series into a handy single volume that focuses on the many different aspects of decision-making in game development. The techniques covered in these pages cover the underlying development of a wide array of published titles, including Ara: History... Read more

Introduction

1. Follow Through: Ara: History Untold’s Long-Term Planning System

William Smith Chambers and Eric Alzheimer

2. Making Up Your AI’s Mind: Decision-Making Architectures

Tobias Karlsson

3. Going Stateless: An Evolution of Behaviour Trees in Team17’s The Survivalists and Beyond

Steven Dalton

4. Dynamic Behaviour Trees: Building for Scalability

Jonathan Keslake

5. Stable Reaction Systems

Andrea Schiel

6. Reactive Behaviour Trees

Sarat Rallabandi and Paul Roberts

7. Behaviour Engine and Language: A Heterogeneous State Machine System

Eric S. Le Saux

8. Infinite Axis Utility System and Hierarchical State Machines

David Wooldridge

9. Simplifying Utility AI Through Predefined Utility Curves

Mateo Saldivar

10. Possibilistic Logic in Games

Braeden Warnick

11. Generalised AI Planners

Andrea Schiel

12. Automated Testing Using AI Planning

Dr Bram Ridder

13. SB-GOAP: Self-Balanced Goal Oriented Action Planner

Michele Condò

14. Bringing Ambient Animals to Life in Psychonauts 2

Rebecca (Beca) Vessal

15. Predicting When and Where to Intercept Players in Hood: Outlaws and Legends

Dr Allan Bruce

16. Getting Caught Off Guard: Situational Awareness in The Escapists 2

David Rogers

17. Tactical Positioning Through Environmental Analysis

Michele Ermacora

18. Navigating Through a Traffic Intersection: How to Avoid Traffic Chaos When Jumping a Red Light

Dr Nic Melder

19. Towards Controlled Design of Learning Agents for Automated Video Game Playing

Dr Dominik Gotojuch

20. Teaching AI Agents to Lie at Social Deduction Games

Matt Eland

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.