GDC 2014
AI Postmortem: Hearthstone
by Brian Schwab
(Formerly of Blizzard Entertainment)
AI Summit
GDC 2014
Creating Frankenstein's Monster: Case Studies of Building a New NPC
by Daniel Brewer
(Digital Extremes)
AI Summit
GDC 2014
Environmentally Conscious AI: Improving Spatial Analysis and Reasoning
by Cloderic Mars
(MASA Group)
AI Summit
GDC 2014
Free-Range AI: Creating Compelling Characters for Open World Games
by Jeet Shroff
(Avalanche Studios)
AI Summit
GDC 2013
AI Postmortems: Assassin's Creed III, XCOM: Enemy Unknown, and Warframe
by Daniel Brewer
(Digital Extremes)
AI Summit
GDC 2013
Architecture Tricks: Managing Behaviors in Time, Space, and Depth
by David Mark
(Intrinsic Algorithm)
AI Summit
GDC 2013
From the Behavior Up: When the AI Is the Design
by Paul Tozour
(Intelligence Engine Design Systems)
AI Summit
GDC 2013
Managing the Movement: Getting Your Animation Behaviors to Behave Better
by Ben Sunshine-Hill
(Havok)
AI Summit
GDC 2012
AI Postmortems: Kingdoms of Amalur: Reckoning, Darkness II and Skulls o...
by Michael Dawe
(Big Huge Games/38 Studios)
AI Summit
GDC 2012
Animation Driven Locomotion for Smoother Navigation
by Bobby Anguelov
(IO Interactive)
AI Summit
GDC 2012
Believable Tactics for Squad AI
by Alex Champandard
(AiGameDev.com)
AI Summit
GDC 2012
Beyond Eliza: Constructing Socially Engaging AI
by Richard Evans
(Little Text People)
AI Summit
GDC 2010
AI and Interactive Storytelling: How We Can Help Each Other
by Michael Mateas
(University of California, Santa Cruz)
AI Summit
GDC 2010
AI Architecture Mashups: Insights into Intertwined Architectures
by Brian Schwab
(Blizzard Entertainment)
AI Summit
GDC 2010
AI Developers Rant!
by Dave Mark
(Intrinsic Algorithm)
AI Summit
GDC 2010
Behavior Trees: Three Ways of Cultivating Strong AI
by Alex Champandard
(AiGameDev.com)
AI Summit