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.






