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Game Developers Conference 2001: An AI Perspective Eric Dybsand [04.23.01] Each year, conflicts with sessions, networking opportunities and just the sheer magnitude of the conference prevent many from attending all the sessions that they are interested in. In this article, Eric Dybsand highlights some of the more salient points from the computer game AI related sessions he attended during the recent GDC 2001 in San Jose.

Toward More Realistic Pathfinding by Marco Pinter [03.14.01] Few things will jar players out of their immersion in a game faster than sloppy-looking AI. While sufficient CPU cycles are increasingly available to help craft better AI/player interaction, relatively few advancements have been made in recent years in game pathfinding. Pinter walks you through some modifications to the A* algorithm that can refine the movements of your game's units.

Game AI: The State of the Industry, Part Two by David C. Pottinger and Prof. John E. Laird [11.08.00] The second installment of Game Developer magazine's annual investigation into game AI presents two more experts discussing this ever-evolving field. First, David Pottinger looks down the road at what AI techniques the next generation of games will likely employ. Then, Professor John Laird talks about ways that game developers and academia can share information about AI to their mutal benefit.

Game AI: The State of the Industry, Part One by Steven Woodcock [11.01.00] One thing was made clear in the aftermath of this year's Game Developers Conference: Game AI has finally "made it" in the minds of developers, producers, and management. It is recognized as an important part of the game design process. No longer is it relegated to the backwater of the schedule, something to be done by a part-time intern over the summer. Game AI is now a "checklist" item, and the response to AI roundtables at this year's GDC bears witness to the fact that developers are aggressively seeking new and better ways to make their AI stand out from that of other games.

Pawn Captures Wyvern: How Computer Chess Can Improve Your Pathfinding by Mark Brockington [06.26.00] There have been numerous papers published recently on how to improve the A* pathfinding algorithm. Some of these papers have come from ex-computer chess practitioners, who have been dealing with optimizing different search algorithms for the last thirty years. This paper will attempt to summarize some of these enhancements to A*, and show you why you would want to consider a "computer chess"-style A* approach the next time you have to implement A*.

More AI in Less Processor Time: 'Egocentric' AI: by Ian Wright and James Marshall [06.19.00] Modern games that are both complex and graphic intensive will increasingly make computational demands on hardware and programmers. Fortunately, Ian Wright and James Marshall are at hand with techniques to control and manage real-time AI execution, techniques that open up the possibility for future hardware acceleration of AI.

AI for Games and Animation: A Cognitive Modeling Approach by John Funge [12.06.99] Modeling for computer games addresses a wide range of problems and has evolved over the years, but the computer graphics modeling pyramid has yet to have a substantive apex. Going beyond geometric, kinematic, physical, and even behavioral models, John Funge talks about the myriad of possibilities inherent to cognitive models.

A Modular Framework for Artificial Intelligence Based on Stimulus Response Directives by Charles Guy [11.10.99] While graphics and game physics have shown great progress in the last five years, Artificial Intelligence continues to display only simple repetitive behaviors. In this article, Charles Guy demonstrates his method for modeling AI based on the functional anatomy of the biological nervous system.

Game AI: The State of the Industry by Steve Woodcock [08.20.99] Back for a second look at the state of game AI, Woodcock examines the state of AI in the game industry using input from the 1999 Game Developers Conference AI roundtable discussions. See what other AI experts are saying and find out what's on the horizon for the future.

Artificial Emotion: Simulating Mood and Personality by Ian Wilson [05.07.99] Is it possible to imbue game characters with emotion? No, but simulating the illusion of life without having, or needing, the complexity of human emotional responses is certainly within the realm of possibility. See how some games are making steps in this direction.

Designing Enemies With Distinct Functions by Harvey Smith [04.09.99] The way that enemies are designed has significant bearing on gameplay. Simply making successive opponents faster and more durable doesn't force a player strategize and analyze. Harvey Smith, a game designer at Ion Storm, explains some traits of that make for challenging enemies.

Implementing Coordinated Movement by Dave C. Pottinger [01.29.99] In this article, the second and final part of Dave C. Pottinger's coordinated unit movement series, Dave takes a look at how to use the systems that were considered in the first article to satisfy the coordinated group movement goal. He also examines how to use coordinated movement fundamentals to solve some classic, complex movement problems.

Intro to Coordinated Unit Movement by Dave C. Pottinger [01.22.99] While pathfinding is a hot industry buzzword, it's only half of the solution. Movement, the execution of a given path, is the other half of the solution. For real-time strategy games, movement goes hand in hand with pathfinding and is a critical aspect to intelligent NPCs. Here's a lesson from one of the programmers of Age of Empires.

Game AI: The State of the Industry by Steve Woodcock [11.20.98] Although the recent support for multiplayer capabilities (especially via the Internet) and free online gaming services such as and Microsoft's Internet Gaming Zone may have prompted some developers to downplay the need for good computer opponents, good AI is needed more than ever.

From Creatures to Androids by David Jenkins. Cyberlife's Toby Simpson talks with Gamasutra on the making of the Creatures series and how Cyberlife's continued work with AI is pushing the company into projects beyond video games. [05.22.98]

Smart Moves: Intelligent Pathfinding by Bryan Stout [08.01.97] An in-depth study of the challenges programmers face as they try to ensure that game vehicles find their way from point A to point B in the fastest, most efficient way possible.

Building Brains into Your Games by Andre LaMothe [06.19.97] Several examples for building up the AI in your next project.

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