Artificial Intelligence for Computer Games


Artificial Intelligence for Computer Games (2011) .. edited by Marco Antonio Gómez-Martín etc


Contents

Real-Time Heuristic Search for Pathfinding in Video Games . . . 1
Vadim Bulitko, Yngvi Björnsson, Nathan R. Sturtevant, and Ramon Lawrence

Embedding Information into Game Worlds to Improve Interactive Intelligence . . . 31
G. Michael Youngblood, FrederickW.P. Heckel, D. Hunter Hale, and Priyesh N. Dixit

Empowering Designers with Libraries of Self-Validated Query-Enabled Behaviour Trees . . . 55
Gonzalo Flórez-Puga, David Llansó, Marco Antonio Gómez-Martín, Pedro P. Gómez-Martín, Belén Díaz-Agudo, and Pedro Antonio González-Calero

Game AI for Domination Games . . . 83
Chad Hogg, Stephen Lee-Urban, Héctor Muñoz-Avila, Bryan Auslander, and Megan Smith

Case-Based Reasoning and User-Generated Artificial Intelligence for Real-Time Strategy Games . . . 103
Santiago Ontañón and Ashwin Ram

Game AI as Storytelling . . . 125
Mark Riedl, David Thue, and Vadim Bulitko

Intelligent Machinima Generation for Visual Storytelling . . . 151
Arnav Jhala and R. Michael Young

Intelligent Adaptive Lighting . . . 171
Magy Seif El-Nasr, Joseph Zupko, and Chinmay Rao

Index . . . 197