from http://www.red3d.com/cwr/games/#ai
AI middleware
AiLive us | pc
AiSeek il | pc
Artificial de | pc
BabelFlux us | pc xbox360
Engenuity Technologies ca | pc xbox360 ps2 ps3
Havok - Behavior ie | pc xbox360 ps3
Kynogon fr | pc xbox xbox360 ps2 ps3 psp gc linux
PathEngine fr | pc xbox360 ps3 wii linux
Procedural Arts us | pc
SpirOps fr | pc ppc xbox xbox360 ps ps2 ps3 psp gba gc ds symb
Storytron us | pc
Stottler Henke us | pc
TruSoft - Artificial Contender us | pc xbox xbox360 ps2 ps3 gc wii
X-aitment de | pc
Xtreme Strategy us | pc
----------------------open source stuffs ------------------
FEAR - ageneric framework for AI development with a collection of buildingblocks, and methodologies to extend the system
aicore Artificial Intelligence For Games (2009).pdf
PandaAI(AI for Panda3D engine) (source code)
BrainiacDesigner - open source c++ visual behaviour tree editor
ahuman AI相关,若干AI开源项目
brainbugz , googlecode, blog,等作者的其他项目
crowd simulation framework(java)
Inexin http://inexin.sourceforge.net/
aiParts http://www.agt.net/public/bmarshal/aiparts/index.htm
Game AI resources:
- Web sites ongame AI:
- Game developer:
- AIWisdom.com by SteveRabin ("Our Goal: Catalogue EveryGame AI Article and Every Graphics Article")
- Game/AI blog byDamian Isla
- Game AI Page by Steve Woodcock
- aiGuru.com by MichaelZarozinski
- AI Depot by AlexChampandard
- GameAI links by RobertZubek
- AnAIArchitecture for Games and Robotics by Nick Porcino
- ArtificialIntelligence resources at gamedev.net
- ArtificialIntelligence resources at GDSE
- Academic:
- ArtificialIntelligence and Computer Games Research at UMich by John Laird et al.
- ArtificialIntelligence section of AmitPatel'sGame Programming Information.
- AI Center by Alexander Nareyek
- Dialoguein Computer Games by PennyDrennan
- GameAI Paper Summaries, StrategyAIand by Penny Sweetser
- Game developer:
- Conferences and workshops:
- IEEE Symposiumon Computational Intelligence and Games (2007)
- Artificial Intelligence andInteractive Digital Entertainment Conference (AIIDE 2005 2006, 2007)
- V-Crowds'05 The First InternationalWorkshop onCrowd Simulation
- AAAI-04Workshop on Challenges in Game AI (2004)
- ArtificialIntelligence and Interactive Entertainment (AAAI AIIE 2002, 2001, 2000, 1999)
- CollaborativeHuman/AI Control for Interactive Experiences (CHACIE 2010)
- Books: (see also AIWisdom.com)
- ArtificialIntelligence for Computer Games: An Introduction (2004) by John D. Funge. The companion website ai4games.org includesbibliography, errata, chapter guide, and relevant links.
- ProgrammingGame AI by Example (2004) by Mat Buckland
- AIGame Engine Programming(2004) by Brian Schwab
- AI for GameDevelopers (2004) by David M. Bourg and Glenn Seeman
- AI Game Development:Synthetic Creatures withLearning and Reactive Behaviors (2003) by AlexChampandard. See also the companion website AiGameDev.com.
- AIGame Programming Wisdom 2 (2003) edited by SteveRabin.
- AIGame Programming Wisdom (2002) edited by SteveRabin.
- AI forAnimation and Games: A Cognitive Modeling Approach (1999) by John D. Funge.
- Papers:
- Surveys and overviews:
- Alex Nareyek (2004) ArtificialIntelligence in Computer Games - State of the Art and Future DirectionsACM Queue 1(10), 58-65 (PDFof print version)
- BehaviorModeling in Commercial Games (2004) by David E. Diller, WilliamFerguson, Alice M. Leung, Brett Benyo, Dennis Foley [DOC]
- Pathfinding:
- Memory-Efficient Abstractions for Pathfinding (2007) Nathan R. Sturtevant [PDF]
- NearOptimal Hierarchical Path-Finding (2004) Adi Botea, MartinMüller and JonathanSchaeffer
- EfficientNavigation Mesh Implementation (2004) John C. O’Neill
- Realistic Human Path Planning using Fluid Simulation [PDF](2004) by René G. Burgess and Christian J. Darken
- RibbonNetworks for Modeling Navigable Paths of Autonomous Agents in VirtualUrban Environments [PDF](2003) Peter Willemsen, Joseph K.Kearney and
- InteractiveNavigation in Complex Environments Using Path Planning (2003) BrianSalomon, Maxim Garber, MingC. Lin, and Dinesh Manocha
- PolygonSoup for the Programmer's Soul: 3D Pathfinding (2001) by PatrickSmith. GDC 2001 presentation slides in [PPT].
- Formations:
- Formation-BasedPathfinding With Real-World Vehicles (2000) by Jim VanVerth, VictorBrueggemann, Jon Owen and Peter McMurry. Extends steeringbehaviors toinclude multi-vehicle formations and explores more specific vehiclelocomotion models.
- CoordinatedUnit Movement, and ImplementingCoordinated Movement (1999) by DavePottinger
- Closely related robotics papers:
- Formationswith a Mission: Stable Coordination of Vehicle Group Maneuvers(2002) by Petter Ogren,Edward Fiorelli and NaomiEhrich Leonard
- NegotiatedFormations (2003) by David J. Naffin and GauravS.Sukhatme
- RobotFormations Using Only Local Sensing and Control (2001) by JakobFredslund and MajaJ Mataric
- SocialPotentials for Scalable Multi-Robot Formations (2000) by TuckerBalch and MariaHybinette
- Behavior-basedFormation Control for Multi-robot Teams (1999) by TuckerBalch and RonaldC. Arkin
- Steering behaviors:
- AutonomousBehaviors for Interactive Vehicle Animations (2004) by Jared Go,Thuc Vu and JamesKuffner. [PDF]
- Fast,Neat and Under Control: Inverse Steering Behaviors for PhysicalAutonomous Agents (2003) Heni Ben Amor, Oliver Obst, Jan Murray. [PDF][CiteSeer]
- SteeringBehaviors For Autonomous Characters(1999) by Craig Reynolds. [PDF][CiteSeer]
- Crowds:
- ContinuumCrowds (2006) by Adrien Treuille, SethCooper and ZoranPopović [PDF][DivXmovie]
- Big FastCrowds on PS3 (2006) by Craig Reynolds (PSCrowd) [PDF]
- FastCrowd:Real-Time Simulation and Interaction with Large Crowds based onGraphics Hardware (2004) by NicolasCourty and SoraiaRaupp Musse [PDF]
- Interactionwith Groups of Autonomous Characters (2000) by Craig Reynolds. [PDF]
- Camera AI:
- A Lightweight Intelligent Virtual Cinematography Systemfor Machinima Production (2007) David K. Elson and Mark O. Riedl. [PDF]
- ACinematography System for Virtual Storytelling (2003) Nicolas Courty, Fabrice Lamarche, StéphaneDonikian, and ÉricMarchand. [PDF]
- Real-Time Camera Control For Interactive Storytelling(2002) Fred Charles, Jean-Luc Lugrin, Marc Cavazza and Steven J. Mead. [PDF][CiteSeer]
- ACamera Engine for Computer Games: Managing the Trade-Off BetweenConstraint Satisfaction and Frame Coherence (2001) by Nicolas Halper, Ralf HelbingandThomasStrothotte. [PDF] [CiteSeer]
- TheVirtual Cinematographer: A Paradigm for Automatic Real-Time CameraControl and Directing (1996) by Michael F. Cohen, Li-wei He and David Salesin. [PDF][CiteSeer]
- Visibility and perception:
- Visibility and Concealment Algorithms for 3D Simulations [PDF](2004) by Christian J.Darken
- AI on the GPU [PDF](2004) by Christian J.Darken, E. Ray Pursel, J. Steve Correia. On determining howentities on a virtual battlefield see each other.
- State Estimation for Game AI using Particle Filters(2004) by Curt Bererton. [PDF] [AVIvideo]
- Object Persistence for Synthetic Characters (2002) byDamian A. Isla and BruceM. Blumberg. [PDF]
- Social and conversationalagents:
- Character Participation in Social Interaction [PDF](2004) by Robert Zubek
- GenericPersonality and Emotion Simulation for Conversational Agents [PDF](2004) by ArjanEgges, Sumedha Kshirsagar, NadiaMagnenat-Thalmann
- FLAME- A Fuzzy Logic Adaptive Model of Emotions (2000) by Magy Seif El-Nasr, JohnYen, and Thomas Ioerger. [PS]
- Story AI:
- Interactive Storytelling: A Player Modelling Approach(2007) David Thue, Vadim Bulitko, Marcia Spetch and EricWasylishen. [PDF] (regarding: PaSSAGE:Player-Specific Stories via Automatically Generated Events)
- Dynamic Generation of Dilemma-based InteractiveNarratives (2007) HeatherBarber and DanielKudenko. [PDF]
- AI Characters and Directors for Interactive ComputerGames (2004) Brian Magerko, John E. Laird, Mazin Assanie, Alex Kerfoot and Devvan Stokes. [PDF]
- An intent-driven planner for multi-agent story generation(2004) by Mark Owen Riedland R. Michael Young. [PDF]
- Interactive Narrative Architecture Based on FilmmakingTheory (2004) by Magy SeifEl-Nasr. [PDF]
- A Search-Based Drama Manager (2004) by Ari Lamsteinand Michael Mateas [PDF]
- Façade: AnExperiment in Building a Fully-Realized Interactive Drama (2003) Michael Mateasand Andrew Stern [PDF]
- TheStage as a Character: Automatic Creation of Acts of God for DramaticEffect(1995) by Bradley Rhodesand Pattie Maes
- Action selection andagent architecture:
- Improv: A System for Scripting Interactive Actors inVirtual Worlds (1996) by KenPerlin and AthomasGoldberg [PDF] [CiteSeer] [relatedpage]
- Multi-LevelDirection of Autonomous Creatures for Real-Time Virtual Environments(1995) by Bruce Blumbergand Tinsley Galyean. [PDF] [CiteSeer]
- Strategy and tactics:
- SORTS: A Human-Level Approach to Real-Time Strategy AI(2007) SamWintermute, Joseph Xu, and John E. Laird [PDF]
- Rules versus Scripts in Games Artificial Intelligence(2004) by NathanCombs and Jean-Louis Ardoint. [PDF]
- It Knows What You're Going to Do: Adding Anticipation toa Quakebot (2001) by JohnE. Laird. [PDF]
- Learning and evolution:
- Evolving Opponents for Interesting Interactive ComputerGames (2004) by GeorgiosN. Yannakakis and John Hallam. [PDF]
- Fast and Learnable Behavioral and Cognitive Modeling forVirtual Character Animation (2004) Jonathan Dinerstein, Parris K.Egbert, Hugo de Garisand NelsonDinerstein. [PDF]
- IntegratedLearning for Interactive Synthetic Characters (2002) Bruce Blumberg, Marc Downie, Yuri Ivanov, Matt Berlin, MichaelPatrick Johnson, BillTomlinson. [PDF]
- Other:
- SquadSmart: Hierarchical Planning and Coordinated PlanExecution for Squads of Characters (2007) Peter Gorniak and IanDavis [PDF]
- Automatic Rule Ordering for Dynamic Scripting (2007)Timor Timuri, PieterSpronck and Jaap vanden Herik [PDF]
- AutomatingLighting Design for Interactive Entertainment (2004) Magy Seif El-Nasr and Ian Horswill. [PDF]
- RealisticAutonomousNavigation in Dynamic Environments (2003) by AlexChampandard (Masters thesis, University ofEdinburgh)
- RTS Games as Test-Bed for Real-Time Research [PDF](2003) Michael Buroand Timothy Furtak.
- Artificial Stupidity: The Art of Intentional Mistakes(2003) Lars Liden. [PDF]
- A Visual Environment for Rapid Behavior Definition (2003)Dan Fu, Ryan Houlette, and Randy Jensen. [PDF]
- Putting AI in Entertainment: An AI Authoring Tool forSimulation and Games (2002) by Daniel Fu and Ryan Houlette [PDF]
- Strategic and Tactical Reasoning with Waypoints (2002) Lars Liden. [PDF]
- Gamebots: A 3D Virtual World Test-Bed For Multi-AgentResearch (2001) Rogelio Adobbati,Andrew N. Marshall, Andrew Scholer, Sheila Tejada, Gal Kaminka, StevenSchaffer, Chris Sollitto. [PDF] [CiteSeer]
- Surveys and overviews:
- Game AI articles:
- ArtificialIntelligence articles from Gamasutra (requires free registration)
- UsingGenetic Algorithms for Game AI by Greg James at GIGnews
- AIin VideoGames vs. AI in Academia (Slashdot discussion)
- WildThings game AI article from Wired.
- AIhelps gamers keep on playing (BBC 2002) by Mark Ward on AI in Majorem
- Computergames start thinking (BBC 2002) by Mark Ward
- Thefuture of artificial intelligence: The Borg? (2002, ZDNet) groupmind AI for "Dmitry"
- AIin action games: complete interviews (2002, PC Gamer)
- NOLF2: the complete developer interview (2002, PC Gamer)
- AIMiddleware: Getting into Characterby Eric Dybsand(Gamasutra, July 2003) parts: 1, 2, 3, 4, 5
- TheFull Spectrum Warrior Camera System by John Giors (GDC2004, Gamasutra (requires free registration))
- Underthe hood of The Sims (2002 IE only?) lecture notesby KenForbus
- What does AIoffer video games? (2004, self-published) by Craig Furness
- Bringingemotions to video games Can games inspire feelings as well as fun?by Tom Loftus (2004, MSNBC) [PDF]
- Adaptingthe Tools of Drama to Interactive Storytelling (2001, Gamasutra(requires free registration)) by Randy Littlejohn
- Agitatingfor Dramatic Change (2003, Gamasutra (requires freeregistration)) by RandyLittlejohn
- Software:
- Commercial:
- AI.implantfrom Engenuity Technologies
- ArtificialContender from TruSoft
- DirectIA
- emotion ai
- Kynapsefrom Kynogon
- LiveCombatfrom AiLive
- Louder Than ABomb! Software
- Massive (crowdsystem used in Lord of the Rings, see also)
- Pariveda
- Realtime Drama
- RenderWareA.I. ("powered by Kynogon")
- SimBionicfrom Stottler HenkeAssociates.
- SoftimageBehavior
- SpirOps
- VirtoolsAI Pack (formerly NeMo?)
- Open source:
- Commercial:
- Other:
- IGDA'scommittee onArtificial Intelligence (AI) Interface Standards [relatedgame AI newsletter]
- InternationalJournal of Intelligent Games & Simulation
- Computers> Artificial Intelligence > Games (Google/DMOZdirectory)
- comp.ai.gamesnewsgroup (via webor nntp)
- Related topics:
- Gameswith programmable AI: games providing API/SDK allowing them to beused astestbeds for AI research. (From CS 672:Learning and Sequential Decision Making by Michael L. Littman.)Some others:
- ORTS - AFree Software RTS Game Framework
- Freeciv:"Cause civilization should be free!"
- Games> Video Games > Simulation > Programming Games (Google/DMOZdirectory)
- GamebotsUnreal Tournament as a domain for research in artificial intelligence
- Emotionally Challengedblog by Ian Wilson on articial emotion.
- Terra Nova ablog about virtual worlds: "computer-generated, persistent, immersive,and representational social platforms...MMORPGs..."
- InteractiveStorytelling: Techniques for 21st Century Fiction (2004) book by Andrew Glassner
- GPGPU General-PurposeComputation Using Graphics Hardware
- AIon the Web a massive directory of general (not specifically gamerelated) AIlinks, online companion to the book ArtificialIntelligence: A Modern Approach
- Gameswith programmable AI: games providing API/SDK allowing them to beused astestbeds for AI research. (From CS 672:Learning and Sequential Decision Making by Michael L. Littman.)Some others: