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Call For Proposals:
AI Game Programming Wisdom 4



Selected papers are listed below! Your section editor will get in touch with you.


Files for Accepted Authors

  • Start writing in this template (template.doc). <- VERY IMPORTANT!!!       VERY IMPORTANT!!!       VERY IMPORTANT!!!
  • Consult this doc for equations (mathstyle.doc).
  • Consult this checklist once before starting and once when submitting the final copy (checklist.doc).


    Schedule

  • March 31st: Deadline for Proposals
  • April 17th: Proposals chosen
  • April 17th - June 15th: Authors write articles / demos
  • June 15th - August 15th: Peer review, editing, revisions
  • August 15th - Oct 1st: Final editing
  • Oct 1st - Jan 1st: Publisher copyediting and layout
  • February, 2008: Book is published


    Accepted Articles

    Section:  General Wisdom (section editor: Neil Kirby)
    08pAI as a Gameplay Analysis Tool (Neil Kirby)
    10pEcological Balance in AI Design (Adam Russell)
    10pSituationist Game AI (Adam Russell)
    10pCreating Designer-Tunable AI (Borut Pfeifer)
    10pArtificial Personality (Benjamin Ellinger)
    10pCommercial Middleware and Open Source Solutions for Game AI (Steve Rabin)
      
    Section:  Movement (section editor: John Manslow)
    15pInnovative Steering in Open Environments (John Lucus)
    18pCompany of Heroes Squad Formations Explained (Chris Jurney)
    15pGame AI Challenges in Physics-Driven Environments (Paul Kruszewski, Brian Hall)
    10pTurning Spaces into Places (Adam Russell)
      
    Section:  Pathfinding (section editor: Steven Woodcock)
    12pTeam AI (Edmond Prakash)
    18pMemory Efficient Pathfinding Abstractions (Nathan Sturtevant)
    12pFast Pathfinding Based on Triangulation Abstration (Michael Buro)
    08pReal-Time Dynamic NavMesh Generation (Paul Marden, Forrest Smith)
    15pAutomatic Generation of Path Nodes for a General Purpose 3D Environment (John Ratcliff)
    10pIntrinsic Detail in Navigation Mesh Generation (James Stewart, Colt McAnlis)
    12pNavMesh Generation: An Empirical Approach (David Hamm)
    12pNavigation Graph Generation in Highly Dynamic World (Ramon Axelrod)
    08pPath Planning in Dynamic Environments (Ferns Paanakker)
    12pPractical Path Finding in Dynamic Environments (Per-Magnus Olsson)
    15pPost Processing for High Quality Turns (Chris Jurney)
      
    Section:  Architecture (section editor: Ryan Houlette)
    08pPerception System (Frank Puig Placeres)
    10pPeer-to-Peer Distributed Agent Processing (Borut Pfeifer)
    20pAdvanced Concepts and Essential Considerations for a Decision-Making Architecture (Alex Champandard)
    12pThe Emotion Component: Giving Characters Emotions (Ferns Paanakker, Erik van der Pluym)
    10pA Dynamic and Flexible AI Architecture Well Suited for use in a Scripted Language (Terry Wellmann)
    08pKnowledge-Based Behavior Decision System - A Hybrid Approach (Nachi Lau)
    12pMulti-Axial, Dynamic-Threshold, Fuzzy Decision Algorithm (Dave Mark)
    18pLevel-up for Finite-State Machines: An Interpreter for Statecharts (Philipp Kolhoff, Jörn Loviscach)
    14pBuilding Behavior Editor for Abstract State Machines (Igor Borovikov, Aleksey Kadukin)
    08pEmbracing Emergent Behavior with Goal-Based AI (Kevin Dill)
    15pThe MARPO Methodology: Planning and Orders (Brett Laming)
    15pAI Architectures for Multi-Processor Machines (Jessica Bayliss)
      
    Section:  Tactics and Planning (section editor: Kevin Dill)
    10pRTS Terrain Tactical Analysis: An Image Processing Approach (David Hernández Cerpa, Julio Obelleiro, Raúl Sampedro)
    10pThe Engagement Decision (Baylor Wetzel)
    10pParticle Filter Methods for More Realistic Hiding and Seeking (Christian Darken, Brad Anderegg)
    10pCommand Hierarchies using Goal-Oriented Action Planning (David Pittman)
    12pA Practical Logic-Based Planning Architecture (Daniel Wilhelm)
    14pSimulation-Based Planning in RTS Games (Michael Buro)
    12pAn Advanced Motivation Driven Planning Architecture (David Hernández Cerpa, Julio Obelleiro)
    12pUsing Bayesian Networks to Reason about Uncertainty (Devin Hyde)
      
    Section:  Genre Specific (section editor: Kevin Dill)
    05pReaction Time with Fitts Law (Baylor Wetzel)
    10pA Goal Stack-based Architecture for RTS AI (David Hernández Cerpa)
    05pEnabling Actions of Opportunity with Light-Weight Subsumption Architecture (Habib Loew, Chad Hinkle)
    10pAutomatic Creation of Human Alter-Egos in an RTS (Merlin Cruz-Suarez (Yamie Suarez))
    15pStop Getting Side-Tracked while Designing Side-Quests (Curtis Onuczko)
    12pTowards More Human-like NPCs for First/Third Person Shooter Games (Darren Doherty, Colm O'Riordan)
    05pSeeing in 1D: Projecting the World onto a Line (Andrew Slasinski)
    12pVersatile Constraint-Based Camera System (Julien Hamaide)
      
    Section:  Scripting and Dialogue (section editor: Neil Kirby)
    08pIndividualized NPC Attitudes with Social Networks (Christian Darken, John Kelly)
    18pImplementing Story-Driven Games with the Aid of Dynamical Policy Models (Fabio Zambetta)
    10pDialogue Managers (Hugo da Silva Corrêa Pinto)
    15pScripting Your Way to Advanced AI (Alistair Doulin)
    20pSpeech-Based Dialogue Systems (Hugo da Silva Corrêa Pinto, Roberta Catizone)
    12pBetter Conversational AI for Intelligent NPCs (Jacco Bikker)
      
    Section:  Learning and Adaptation (section editor: John Manslow)
    15pAutomatic Generation of Strategies (Pieter Spronck, Marc Ponsen)
    13pA Practical Guide to Reinforcement Learning in First-Person Shooter Games (Michelle McPartland)
    15pLearning Winning Policies in Team-Based First-Person Shooter Games (Hector Munoz-Avila)
    15pAutomatically Generating a Score Function for Strategy Games (Sander Bakkes, Pieter Spronck)
    13pPlayer Modeling for Interactive Storytelling: A Practical Approach (David Thue)
    15pAdaptive Computer Games: Easing the Authorial Burden (Manish Mehta, Santiago Onta˜non, Ashwin Ram)


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