1.Low Bandwidth, Synchronised Path Following in Team17s?The Survivalists.?2.Going Stateless: An Evolution of Behaviour Trees in Team17s?The Survivalists?and Beyon. 3.Monkey Business: NPC Player Imitation in Team17s?The Survivalists.?4.Dynamic Behaviour Trees: Building for Scalability. 5.Building a Buddy: Choosing the Right Brain. 6.Making Up Your AIs Mind: Decision-Making Architectures. 7.High Speed Vehicle Driving in?Wheelman.?8.AI Awareness in Sports Games. 9.Crafting the Illusion: Difficulty Scenarios. 10.Towards Controlled Design of Learning Agents for Automated Video Game Playing. 11.Utility Systems for High-Level Group Management. 12.Machine Learning Based Automated Cinematography for Games. 13.Directed Acyclic Graphs for Fun and Profit. 14.Navigating Broken Data. 15.Environment Steering. 16.Using Voxels for Environmental Cues. 17.The Creature Believability Scale. 18.Automated Testing Using AI Planning. 19.Dumbing Down AI - The Art of Making Intelligence Stupid. 20.Race Director. 21.SB-GOAP: Self-Balanced Goal Oriented Action Planner. 22.Generalised AI Planners. 23.Unleashing Mayhem: The Demolition Derby Game Modes of?DiRT: Showdown.
Game AI Uncovered: Volume Two continues the series with the collected wisdom, ideas, tricks and cutting-edge techniques from 22 of the top game AI professionals and researchers, from around the world.
Paul Roberts is the technical director of the independent game studio Grinning Cat. Prior to this he worked in a variety of Principal / Lead AI Programmer roles for a range of studios in the UK including Sumo Digital, Team17, Travellers Tales, Activision, and some smaller indie studios. For several years Paul also led the Games Programming deplÓ(