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338 Game AI Articles and Counting...
We help you find expert articles on commercial game AI development.
Since many of these articles are published in books, this is the only site that helps you find them.


Thanks,
Steve Rabin
Principal Software Engineer, Nintendo of America Inc.
Instructor, DigiPen Institute of Technology and University of Washington Extension


Join the AI Game Programmers Guild!

If you are a professional game AI developer with at least one published commercial title, then you can become a member of the AI Game Programmers Guild (it's free). The guild has over 80 members and is a great place to discuss game AI with the best in the business. We just organized the 2-day AI Summit at GDC 2009 and we're planning more events and activites. Just e-mail Steve Rabin with your credentials to join. Click on this "Contact" link to get the e-mail address.


Call For Proposals:
AI Game Programming Wisdom 5 (deadline May 17th, 2009)

Once again Cengage and series editor Steve Rabin are looking for game developers to share their wisdom in the next brand new volume of the groundbreaking AI Game Programming Wisdom series. Anything that an AI game programmer would typically deal with is fair game, including pathfinding, animation control, scripting, learning, and various decision-making techniques. Selected authors will have several months to write and will share in a portion of the book's royalties. Proposals for 8-20 page articles are now being accepted until May 31st.

Submitting an AI Wisdom 5 Proposal - Follow these steps:
  1. Prove that you can follow directions by including each of the following. Experience shows that people who include all items are more reliable and dependable, and thus are more likely to be chosen to write for the book.
  2. E-mail your proposal to aiwisdom5@gmail.com
  3. Make the subject of the e-mail your proposed article title.
  4. Write at least two detailed paragraphs explaining your topic. More details = better chance of acceptance. We like overachievers.
  5. Was the technique used in a game? Which game? Released or unreleased?
  6. Will you include a demo or source code with your article? (this will increase your chances of being chosen)
  7. Estimate the number of pages. We're looking for 8-20 pages per article (figures take 1/2 page each).
  8. Describe any previous writing experience.
  9. Describe your experience in the game industry and/or academic degrees.
  10. Include all contact information in case we have questions.
  11. Submit only one proposal per e-mail.

    Note: Please submit several different proposals to increase your chances of being chosen.

AI Wisdom 5 Schedule

  • May 17th: Deadline for Proposals
  • May 31st: Proposals chosen
  • May 31st - July 31st: Authors write articles / demos
  • August 1st - Oct 1st: Peer review, editing, revisions
  • Oct 1st - Dec 1st: Final editing
  • March, 2010: Book is published

Ideas for Proposals
  1. First look at articles in past AI Wisdom books: AI Wisdom, AI Wisdom 2, AI Wisdom 3, AI Wisdom 4.
  2. You can have follow-ups on previous AI Wisdom articles, but it must have new information.
  3. Think about what AI systems you've developed that you were proud of. Are there any insights or algorithms that could help others?
  4. Did you learn the hard way how to correctly architect an AI for a particular genre (like football, RTS, or racing)? Could you explain a framework that worked well?
  5. Did you figure out a simple system or algorithm that appeared to have much more intelligence than it actually had?
  6. Do you have a horror story or lessons learned to share, like Mark Brockington's article "How Not to Write a Scripting Language"?
  7. Can you describe academic research that can be applied to practical game development?
  8. Do you have a small code base that you'd like to share (like Michael Zarozinski's "Free Fuzzy Logic Library" in the first AI Wisdom)?
  9. Do you have any wisdom gleaned from your last project that you'd like to share?
  10. Can you analyze and compare methods for a specific technique (like the article "The Ultimate Guide to FSMs in Games" in AI Wisdom2)?
  11. Do you have a collection of wisdom for a particular aspect of AI game programming (like the article "Strategies for Optimizing AI" in GPG2)?
  12. Have you found a really good use for more exotic AI techniques like Neural Networks or Genetic Algorithms?
  13. Have you used a common AI technique in an unconventional way?

Sections we are considering for the book:
  1. General Wisdom
  2. Movement and Pathfinding
  3. Architecture
  4. Tactics and Planning
  5. Genre Specific (FPS, RTS, Action, Sports, etc)
  6. Scripting and Dialogue
  7. Learning and Adaptation

Compensation for Articles

  • Authors will receive 2 free books.
  • Royalies of 10% will be split between the authors, based on the number of articles each author writes. Royalties are paid twice a year after the book is published.
  • A good feeling and bragging rights when you see your work in a local bookstore, like Barnes and Noble.


The Challenge of Game AI in Next-Gen Games
(Excerpt from Preface of AI Game Programming Wisdom 3)
Steve Rabin, January 19th, 2006

With the Xbox 360 and PS3, the next generation of game consoles is upon us and the bar has been raised yet again. Consumer expectations are extremely high and players demand more than just prettier versions of last-gen games. After shelling out upwards of $500 for these new systems and games, players are looking for new experiences which are substantially beyond what they've enjoyed previously.

With these high expectations, there are two game AI challenges new to this next generation. The first is for the subtle visible behavior of agents to keep pace with the incredibly detailed, high-polygon models. The second is to create agents which provide more interesting and novel gameplay experiences for the player.

The first challenge is relatively straightforward to understand, but difficult to overcome in practice. Increasingly realistic agent models must be complemented with equally adept and detailed behavior. It is critical for agent behavior consisting of navigation, movements, gestures, blinking, gaze, mannerisms, dialogue, and facial expressions to match the visual quality of the agent. Carefully crafted intelligence is required to direct animation, attention, and intention in a seamless and convincing manner.

As we venture towards extremely realistic looking characters, we perhaps run the risk of falling into the Uncanny Valley. This concept was proposed by Masahiro Mori in 1970 to explain an uneasiness which humans feel towards robots as they approach humanness. Mori claimed as robots start to resemble humans, we feel more empathetic toward them. However, as they approach humanness, the little differences which aren't quite right become extremely disturbing and unnerving-making robots seem more like undead zombies than real people. For example, film critic Roger Ebert proposed the movie Final Fantasy: The Spirits Within might have been rejected by audiences because its slightly imperfect computer animated humans fell into the Uncanny Valley. While the existence of the Uncanny Valley is debatable and hasn't been proven, it is nevertheless prudent for game developers to be aware of the challenge. If you are attempting realism, you must nail it, lest it become distracting to the overall experience.

Unfortunately, matching the visual quality of agents with competent and realistic behavior is unlikely to result in games which are substantially more fun to play. While we must maintain the steady climb in realism, it won't result in making games noticeably more enjoyable-which is what players demand with this next generation of consoles.

The second challenge is where I throw down the gauntlet and challenge game AI to save the day. If increasing realism doesn't give next-gen games the requisite new feel, then something else must help achieve it. One answer is for game design and AI to work hand-in-hand toward creating completely new gameplay experiences. This is a huge challenge because it requires the game designer to understand what is possible with AI and to closely work with the AI programmer. Because this type of relationship is rare in game development, it's an area which has huge potential for many game genres.

If high-end graphics pull the player in visually and accurate physics make the player feel like the world is real, then AI has the power to engage the player mentally. We don't want the AI to necessarily outwit the player (which is relatively easy), rather we want the player to rationalize and internalize the intelligence of the AI and reason about how to overcome it. It's not a question of how to beat the player but a question of how we can design a game in which intelligent agents can be creatively manipulated and exploited by a crafty player.

Given these two challenges for next-gen games, there is much work to do in the future. We need to become better at simulating realistic human behavior and we need to creatively use AI to bring new experiences to players. Meeting both of these game AI challenges will help differentiate this new generation of games from the last.

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