| | Why the age of finite state machines is over – game devs perspective (aigamedev.com) |
| 3 points by harryf on Feb 27, 2018 | past |
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| | Lazy Theta*: Faster Any-Angle Path Planning (2013) (aigamedev.com) |
| 2 points by ultratron on July 20, 2016 | past |
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| | Monte-Carlo Tree Search in TOTAL WAR: ROME II’s Campaign AI (aigamedev.com) |
| 1 point by jjwiseman on Aug 15, 2014 | past |
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| | Fast Pathfinding via Symmetry Breaking (aigamedev.com) |
| 2 points by ANTSANTS on Dec 21, 2012 | past |
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| | Procedural Characters and the Coming Animation Technology Revolution (aigamedev.com) |
| 8 points by thisisnotmyname on Aug 20, 2012 | past | 1 comment |
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| | Dwarf Fortress creator is live broadcasting right now (aigamedev.com) |
| 1 point by SlimHop on April 22, 2012 | past | 1 comment |
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| | Infinite Mario AI using A* Search (aigamedev.com) |
| 1 point by dany_dev on Sept 14, 2011 | past |
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| | Recast'ing automatic annotations for player cover in KillZone 3 (aigamedev.com) |
| 8 points by dotpot on May 4, 2011 | past |
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| | Robust Navigation and Fixed-Point Math in PathEngine (Game AI) (aigamedev.com) |
| 2 points by coderdude on Jan 14, 2011 | past |
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| | This Year in Game AI: Analysis and Trends from 2010 and Predictions for 2011 (aigamedev.com) |
| 3 points by coderdude on Jan 14, 2011 | past |
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| | Dark Secrets of the Games Industry (pdf) (aigamedev.com) |
| 1 point by thisisnotmyname on Sept 26, 2010 | past |
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| | Game AI: Sensible Combat Behaviors Using SPU Jobs (aigamedev.com) |
| 1 point by ameyp on Oct 9, 2009 | past |
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| | Game AI bugs caught on tape... and fixed (aigamedev.com) |
| 7 points by muitocomplicado on May 1, 2009 | past | 3 comments |
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| | Thou Shalt Not Covet Thy Neighbor's Silicon (aigamedev.com) |
| 1 point by frisco on April 29, 2009 | past |
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| | The Structure of Action Game AI (aigamedev.com) |
| 1 point by soundsop on Aug 30, 2008 | past |
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| | Hierarchical Logic and Multi-threaded Game AI (aigamedev.com) |
| 1 point by gaika on Aug 15, 2008 | past |
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| | Does Game AI Knowledge Grow On Binary Trees? (aigamedev.com) |
| 1 point by nickb on June 27, 2008 | past |
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| | Simulating Crowd Dynamics: Flow Lanes and Character Animation (aigamedev.com) |
| 2 points by chaostheory on April 26, 2008 | past |
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| | No Ifs, Ands, or Buts:Uncovering the Simplicity of Conditionals (aigamedev.com) |
| 1 point by muriithi on April 4, 2008 | past |
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| | A-Life, Emergent AI and S.T.A.L.K.E.R.:An Interview with Dmitriy Iassenev (aigamedev.com) |
| 6 points by muriithi on Feb 26, 2008 | past |
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| | 17 Ways to Reduce Your Turnaround Times While Prototyping Game AI (aigamedev.com) |
| 6 points by hhm on Jan 30, 2008 | past | 5 comments |
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| | Analyzing the AI Bot Library from the Quake 3 Source Code (aigamedev.com) |
| 4 points by staunch on Jan 15, 2008 | past |
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| | 10 Reasons the Age of Finite State Machines is Over (aigamedev.com) |
| 7 points by hhm on Dec 30, 2007 | past | 2 comments |
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| | The Crysis of Integrating Next-Gen Animation and AI (aigamedev.com) |
| 5 points by hhm on Dec 10, 2007 | past |
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| | Inside Galcon: Python, Game Development and Artificial Intelligence (aigamedev.com) |
| 1 point by nickb on Nov 27, 2007 | past |
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| | Top 10 Most Influential AI Games (aigamedev.com) |
| 3 points by hhm on Nov 26, 2007 | past |
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