Chapter 1 Handling Navigation in Lords of the Fallen for Multiple Enemy Sizes Bruno Rebaque Chapter 2 Creating Clean Navigation Data in Lords of the Fallen Bruno Rebaque Chapter 3 Hack and Slash AI Combat Roles: A Simple Approach to Dynamic Enemy Behaviour David Soler Bartomeu Chapter 4 Agitation System in Assassin's Creed Nexus Lisa Ridley Chapter 5 Creating Boss Behaviours in Luna Abyss John Reynolds and Matthew Reynolds Chapter 6 AI Level of Detail in Multiplayer Games Laurent Couvidou Chapter 7 Driver Assists in Racing: Using the Vehicle AI to Aid the Player Dr Nic Melder Chapter 8 AI Showrunner - Managing Gameplay Experience with a Hierarchical Network of AI Directors Dr Dominik Gotojuch Chapter 9 Recast Navigation Andy Brown Chapter 10 Intelligent Cover Paul Roberts and James (Jay) Vickers Chapter 11 How-To Smart Object Carl Viktor Benjamin Lundström Chapter 12 Utility AI and Emergent Gameplay: Transforming Game Worlds Dr Vicky Bloom Chapter 13 The Importance of Separation of Concerns in AI Architecture David Guzman Chapter 14 Applications of Vector Fields in AI - The Navigation System of Speedball Sarat Rallabandi Chapter 15 Unlocking Doors Philip Dunstan Chapter 16 An Architecture for AI Game Masters in Tabletop RPGs Matt Eland Chapter 17 Follow Through: Ara: History Untold's Long-Term Planning System William Smith Chambers and Eric Alzheimer Chapter 18 Using Nav-Mesh Flood Fill to Speed Up Environment Querying Slavomir Krbyla Chapter 19 Using Monte Carlo Tree Search in Soccer Kids Rafal Tyl Chapter 20 The LLM Playwright: Managing NPC Dialogue and Behaviour in Real-Time Using Large Language Models Mateo Saldivar Chapter 21 Bringing Ambient Animals to Life in Psychonauts 2 Rebecca (Beca) Vessal Chapter 22 RMA* : Restricted Memory A* Paul Roberts.
Game AI Uncovered : Volume Five