Introduction
1. Applications of Vector Fields in AI – The Navigation System of Speedball
Sarat Rallabandi
2. Go with the Flow: Flow Fields - Beyond a Single Target
Paul Roberts
3. Environment Steering
Rodolfo Fava
4. Believable Routes: A Pathfinding Acceptability Metric
Paul Roberts
5. Low-Cost, Mutable Path-Planning Spaces
Steven Dalton
6. The Corridor Map Method – A Different Approach to Pathfinding
Tobias Karlsson
7. JP-DRS: Jump-Point Directed Recursion Search
Paul Roberts
8. Implementing a Simple 3D Waypoint Grid for Efficient Pathfinding in Eve: Valkyrie
Dr Allan Bruce
9. Creature Navigation in the Air and on the Ground
Jason Lok Heng Chin
10. Beyond Basic Pathfinding: Natural NPC Movement
Marc Vassallucci
11. Fluid Movement
Johan Holthausen
12. AI Under Lockdown: Various Approaches to NPC Tethering
Laurent Couvidou
13. Low Bandwidth, Synchronised Path Following in Team17’s The Survivalists
Steven Dalton
14. Handling Navigation in Lords of the Fallen for Multiple Enemy Sizes
Bruno Rebaque
15. High Speed Vehicle Driving in Wheelman
Dr Allan Bruce
16. Recast Navigation
Andy Brown
17. Auto Generating Navigation Link Data
Dale Green
18. Using Nav-Mesh Flood Fill to Speed Up Environment Querying
Slavomir Krbyla
19. Creating Clean Navigation Data in Lords of the Fallen
Bruno Rebaque
20. Navigating Broken Data
Jonas Gillberg
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.






