First-person Shooter

Common AI Challenges for Modern First-Person Shooters (Part 1, Video)

A few weeks ago, a promotional trailer was released for Brothers in Arms 2. It’s interesting from more than a marketing perspective because it reveals many challenges that should be familiar to developers working on first-person shooters. A big thanks goes to Remco Straatman for pointing out some of these issues and the […]

Game AI Roundup Week #17 2008: 7 Stories, 1 Video, 1 Talk, 2 Jobs

Weekends at AiGameDev.com are dedicated to rounding up smart links from the web relating to artificial intelligence and game development. This week you’ll find some insightful articles, an audio presentation, a demo video, and a bunch of mini-tutorials — not forgetting random thoughts from Twitter.
This post is brought to you by Novack and Alex […]

STRIPS: A New Approach to the Application of Theorem Proving to Problem Solving

This week’s Thursday Theory article on AiGameDev.com covers a landmark paper in AI planning from the early 1970s. So the “New Approach” mentioned in the title is basically… *gasp* 37 years old! However, don’t be fooled by this seemingly type-written paper. The ideas and techniques described here not only have inspired most […]

Top 5 Trends and Predictions for Game AI in 2008

The topic for the developer discussion two weeks ago was What Trends in Game AI Do You Anticipate for 2008?. Here’s a quick summary of the including comments and personal opinions, as well as tips to help you make the most of 2008.
The first few predictions cover the AAA games industry and how AI […]

Popular Approaches to Behavior Tree Design

jjacobsson asks about behavior trees: “What is the root conceptually? How does it deal with events? Is the tree evaluated from the root down to a leaf often / all the time?”
The first thing to note is that behavior trees are rather flexible, so they can be applied in a variety of different ways. […]

RTS to FPS: Using Strategy AI in Action Games

First-person shooters as a genre are making slow progress in terms of tactics, and indeed AI techniques from real-time strategy games would help tremendously. This article looks at games that are bridging the gap, and how you can use different techniques to improve your AI.

AIIDE '07 Conference Coverage

This article covers this year’s Artificial Intelligence in Interactive Digital Entertainment (AIIDE ‘07). The proceedings are packed with useful information for game AI developers who want to stay up-to-date with the cutting edge. Below is a list of papers that can be found online for the posters track.

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