Chapter 1 Blood, Sweat, and Tiers: Driving Unique NPC Boxer Behaviour Using Tiered Strategies in Steel City Interactive's Undisputed Steven Dalton Chapter 2 Under the Influence: Using Influence Maps to Drive Referee Positioning in Steel City Interactive's Undisputed Steven Dalton Chapter 3 Procedural Generation of Dungeons Shaun Reeves Chapter 4 Possibilistic Logic in Games Braeden Warnick Chapter 5 Teaching AI Agents to Lie at Social Deduction Games Matt Eland Chapter 6 Cooperative Planners in RealTime Strategy Games Baptiste Rimetz Chapter 7 Simplifying Utility AI through Predefined Utility Curves Mateo Saldivar Chapter 8 Flow Fields: Beyond a Single Target Paul Roberts Chapter 9 NPCs that Feel Alive: Achieving Variety and Complexity with Limited Resources Alessia Nigretti Chapter 10 An Analysis of Rapid Iteration vs Prototyping for Building AI Systems David Guzman Chapter 11 The Corridor Map Method - A Different Approach to Pathfinding Tobias Karlsson Chapter 12 AI Director Pitfalls and How to Climb Out of Them Yannick Richeux Chapter 13 Artificial Idiocy in Racing: The Mistake System of Codemasters' Dirt and Grid Dr Nic Melder Chapter 14 A Beginner's Guide to AI Character Design Dr Tommy Thompson Chapter 15 Systemic vs Scripted Vincent Breton Kochanowski Chapter 16 Beyond Basic Pathfinding: Natural NPC Movement Marc Vassallucci Chapter 17 Crafting Epic Boss Fights in Psychonauts 2 Rebecca (Beca) Vessal Chapter 18 The Lurker: A Monster That Can Walk Upside Down VĂctor Portabella Chapter 19 Using Roles to Control Combat Pacing Slavomir Krbyla Chapter 20 The Many Perils of Illal: Behind the Combat AI Architecture of Hawken Reborn's Enemies Dr Nuno Vicente Barreto Chapter 21 Stable Reaction Systems Andrea Schiel.
Game AI Uncovered : Volume Four