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Resources

Contents

1. Books

2. Software

3. AI in Games

4. Sites

 

Books

Joey Rogers

"Object Oriented Neural Networks in C++"

 

Russell D. Reed, Robert J. Marks II

"Neural Smithing - Supervised Learning in Feedforward Artificial Neural Networks"

 

Jim Adams

Programming Role Playing Games with DirectX

 

Tomas Akenine-Moller, Eric Haines

Real-Time Rendering (2nd Ed.)

 

James D. Foley, Andries van Dam, Steven K. Feiner, John F. Hughes

Computer Graphics: Principles and Practice in C (2nd Edition)

Mark DeLoura (Editor)

Game Programming Gems

Mark DeLoura (Editor)

Game Programming Gems 2
Dante Treglia (Editor), Mark Deloura

Game Programming Gems 3

 

 

 

Software (top)

 

 

 

 

 

 

 

AI in Games (top)

Soldier of Fortune II - Double Helix

"The AI is completely new in SoF2, and isn't anything like the AI in the
first game. The new LICH AI system makes enemies take cover, lean around
corners, crouch, rappel, jump, work in pairs, work in squads, leap over
objects, trip alarms, search for blood trails and bodies etc. and all with
little or no scripting. It's nice to have the AI independent of designer
scripting because that makes enemies just as deadly in randomly generated
maps as they are in the single player game."

- Kenn Hoekstra (Project Administrator for Raven Software)

"The LICH Artificial Intelligence Toolbox is designed to provide an expandable,
functional, and modular collection of common tools to assist the AI
programmer. These tools range from low level API modules which access
entity, animation, file, and scripting systems, to Finite State Machines,
Neural Networks, Path Finders, and much more.

The system is broken down into layers, including a Game Systems Layer, API,
Motor Control, Senses and Moods, Short Term Decisions, Goals and
Environmental Interaction. The goals of the system are:

- To make enemies use vision and hearing to detect player
- Enemy AI raises alarms
- The ability to return from full out action to stealth mode
- Enemies will interact with world objects and surroundings
- Enemies will react quickly to player and changes in surroundings
- Enemies will work in tandem
- Enemies will be interested in self-preservation
- AI will have perpetually raising difficulty levels

The AI in Soldier 2 goes far beyond the scope of anything seen in the
original game. The LICH system overall will make the enemies more
interactive with the environment by default, rather than having to be told
specifically what to do in each instance with designer scripting or event
triggers."
- Kenn Hoekstra (Project Administrator for Raven Software)

Related Links

Interview with Kenn Hoekstra (elited.net)

Interview with Kenn Hoekstra (pcshooter.com)

 

 

 

No One Lives Forever - A Spy in H.A.R.M's Way

"We retained the functionality for things NOLF did well, like AIs finding cover and dodging from enemy fire, and wrapped it in new code for Goals that let AIs make their own decisions based on their observations of the current state of the world.

Rather than scripting AIs to enter specific states, AIs monitor visual and audio stimulus and their proximity to SmartObjects to determine the most appropriate Goal to activate.

AIs can choose to activate any Goal in their GoalSet, and assigning different GoalSets to different characters can create a wide variety of behaviors. The result is more open-ended gameplay and more variety for the player."
- Jeff Orkin (NOLF2 AI Engineer)

Related Links

NOLF 2 the complete developer interview (pcgamer.com)

No One Lives Forever 2 AI Q & A (ign.com)

 

 

 

Colin Mcrae Rally 2.0

Uses neural-networks to control the AI racing cars.

Related Links

Interview with CMR2.0 AI Programmer (generation5.org)

 

 


Creatures 1 / Creatures 2 / Creatures 3

Neural networks power Creature Labs virtual creatures, endowing them with the ability to adapt to their environment in real-time, learning from experience and forming generalised concepts.

Underpinning each virtual creature is a sophisticated genetics system. Creature Labs' genetic systems encode complex organisms with un-scripted behaviour; everything from internal systems such as brain structure and metabolism through to appearance. Genetics systems allow virtual organisms to breed, enabling the creation of unique and unpredicted virtual organisms through competition and evolution. Genetic exchange and mutation allow virtual organisms to develop throughout their life and to evolve and adapt to their environment in ways that could not have been hand engineered or even envisaged.

Related Links

Creature Labs Technology Overview

Interview with Steve Grand (generation5.org)

"Creation: Life and How to Make It" - Steve Grand's Book

Interview with Toby Simpson (gamasutra.com)

Creatures Developer Network

 

Black & White

"The game boasts a new level of artificial intelligence.
Your Creature is almost a living, breathing thing.
He learns, remembers and makes connections. His huge range of abilities and decisions is born of a ground-breakingly powerful and complex AI system.

The villagers in Eden also use revolutionary AI. Each has his or her own personality, and this can be altered by what they see, what they do and what sort of person they are." - About Black & White, Lionhead Studios

"Creatures learn in a variety of ways. They learn how to perform actions:
they learn to fish from watching the villagers fishing, and learn how to
perform miracles from watching the gods casting miracles. They learn what
sorts of situations should trigger what sorts of desires: you can train a
creature to be playful whenever he is bored, or train him not to be
aggressive after he has been damaged. They also learn what sorts of objects
are most appropriate for satisfying which sorts of desires. "

- Richard Evans (Black & White AI Programmer)

Related Links

The Use of AI Techniques in Black & White - by Richard Evans

AI in Games: A Personal View - by Richard Evans (gameai.com)

Interview with B&W AI Programmer Richard Evans (planetblackandwhite.com)

Black & White Postmortem (gamasutra.com)

 

 

 

Deus Ex

"I was in the market in Hong Kong and decided to lift some
first aid supplies from a stall there. A Military Policeman saw me do it,
immediately set off an alarm calling for backup, then decided to enforce the
death penalty on me. I took off running through the narrow market alleys,
and the MP's were following the parallel lanes attempting to head me off.
They closed off the road ahead of me and started firing while another group
closed in from the rear. I ducked through a small china shop to slip out the
opposite door, when the plate glass windows and vases began exploding all
around me (just like a John Woo film). A military security robot had covered
the rear of the store and I just got past him and out into the open. As I
raced past the gates of an old compound, a stray bullet from the robot hit a
guard stationed there. The guard was a member of a militant triad,
headquartered in the compound I was racing past. A second later the gate
swung open, the injured guard returned a few shots and ran inside. His
cohorts rushed out to see who was attacking the compound and a brawl erupted
between the gang members and police. When the smoke cleared, the area was
littered with corpses and one inactive military robot. I got away with the
Medkits." - Steve Powers (Deus Ex level designer)

Related Links

Deus Ex Interview (ign.com)

Interview with AI Programmer Scott Martin (planetdeusex.com)

 

 

 

Age of Mythology

"There are several levels that would be considered 'AI' in some form or another:

- At the lowest level, there are terrain analysis pieces and pathfinding...
determining the shape of impassable obstructions, finding
routes around them, dealing with changes as the game goes on.

- Then, there's entity AI. The basic actions that a unit takes, like gathering, attacking, fleeing, and so on.

- There's also a higher-level terrain analysis to support the AI
scripts. It breaks the map into small pieces of similar terrain and
resources, and tracks information like "safety" and "resources available"
for them.

Those parts are all in C++. There's also a huge "knowledge base", which
works like a giant SQL database of all game information. That's also in C++.
The scripts (AI and map scripts) run on top of all that. They're written in
XS, our own custom AI language. It uses and/or directs the lower level
subsystems. An easy way to think about it is that most of the things (other
than unit micromanagement) that a human player does are handled by the
scripts." - Mike Kidd (AI Designer)

Related Links

Interview with AI Designer Mike Kidd (planetageofmythology.com)

 

 

 

Civilization III

"The AI makes decisions on many different levels. A leader AI keeps track of
high-level concepts, like whether enough science is being generated or which
civ is the biggest threat. A city AI decides which units to build for that
area of the world and how to manage the city itself. The unit AI is itself
split into multiple levels, first determining an ideal destination and then
calculating the best possible path.

Furthermore, the different AI levels communicate between each other. For
example, the unit AI controlling a tank might ask the leader AI which enemy
city would be best to attack. After receiving a response, the unit AI would
determine its own best path to the destination. Thus, the AI is able to
organize a large group of units while keeping the discrete game decisions at
a lower level." - Soren Johnson (AI Programmer)

Related Links

Interview with AI Programmer Soren Johnson (apolyton.net)

 

 

 

 

 

 

 

 

Sites (top)
http://www.flipcode.com
http://www.gamedev.net
http://www.ai-depot.com

http://www.ai-junkie.com
http://www.generation5.org
http://www.gameai.com
http://www.summermeat.net/memeticai/
http://www.openai.net/
http://www.aboutai.net
http://www.aiwisdom.com/
GDC 2002 Articles http://www.gdconf.com/archives/2002/

 

 

 

 

 

 

 

 

 

 

 

 

 

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