[Bold topics have been selected by students in presentation groups A, B, or C]
Behavior trees
http://gamasutra.com/blogs/ChrisSimpson/20140717/221339/Behavior_trees_for_AI_How_they_work.php
[Rabin 2015] chapter 10. Building a Risk-Free Environment to Enhance Prototyping: Hinted-Execution Behavior Trees
[Millington Funge 2009] chapter 5.4 Behavior Trees
Procedural content generation
[Rabin 2015] chapter 40. Procedural Content Generation: An Overview
Speech interfaces, Audio and AI
Chatbots and natural language processing
Group Tactics and Strategy
[Millington Funge 2009] chapter 6 Tactical and Strategic AI
[Rabin 2015] chapter 20. Hierarchical Architecture for Group Navigation Behavior (overlaps with Crowd Behavior)
[Rabin 2015] chapter 27. Looking for Trouble: Making NPCs Search Realistically
SquadSmart Hierarchical Planning https://www.aaai.org/Papers/AIIDE/2007/AIIDE07-003.pdf
Emotion modeling
Bates J. (1994): The Role of Emotion in Believable Agents. In Special Issue: Intelligent Agents, Communications of the ACM 37(7):122-125.
Joscha Bach: MicroPSI project http://cognitive-ai.com/page2/page2.html
Robert Trappl, Paolo Petta, Sabine Payr (eds.) (2003): Emotions in Humans and Artifacts, MIT Press.
Agent control architectures
[Millington Funge 2009] chapter 2.4
[Millington Funge 2009] chapter 9
[Rabin 2015] chapter 5. Agent Reaction Time: How Fast Should an AI React?
Embodied conversational agents, Procedural Dialogue
[Rabin 2015] chapter 2. Combat Dialogue in FEAR: The Illusion of Communication
Personality modeling, Companion characters
[Rabin 2015] chapter 33. Infected AI in The Last of Us
[Rabin 2015] chapter 35. Ellie: Buddy AI in The Last of Us
[Rabin 2015] chapter 38. Psychologically Plausible Methods for Character Behavior Design
User modeling, Analytics
[Rabin 2015] chapter 39. Analytics-Based AI Techniques for a Better Gaming Experience
Finite state machines
[Buckland 2005] chapter 2
[Millington Funge 2009] chapter 5.3
Path finding / planning
[Buckland 2005] chapter 8 Practical Path Planning
[Millington Funge 2009] chapter 4 Pathfinding
[Rabin 2015] chapter 15. Subgoal Graphs for Fast Optimal Pathfinding
Search algorithms
[Buckland 2005] chapter 5. The Secret Life of Graphs
[Rabin 2015] chapter 22. Introduction to Search for Games
Intelligent/realistic sensing interfaces
[Millington Funge 2009] chapter 10
[Rabin 2015] chapter 28. Modeling Perception and Awareness in Tom Clancy’s Splinter Cell Blacklist
Experience management
[Rabin 2015] chapter 42. Techniques for AI-Driven Experience Management in Interactive Narratives
Procedural animation, Steering behaviors, Crowd Behaviors
[Rabin 2015] chapter 12. Separation of Concerns Architecture for AI and Animation
[Rabin 2015] chapter 17. Advanced Techniques for Robust, Efficient Crowds
Collision avoidance model based on psychological findings http://onlinelibrary.wiley.com/doi/10.1002/cav.1504/abstract
http://www.red3d.com/cwr/steer/
[Rabin 2015] chapter 18. Context Steering: Behavior-Driven Steering at the Macro Scale
[Millington Funge 2009] chapter 3.2-3.4 Movement and Steering Behaviors
[Buckland 2005] chapter 3 Autonomously Moving Agents
Learning, Reasoning
[Millington Funge 2009] chapter 7 Learning
[Millington Funge 2009] chapter 13.1 Teaching Characters
Computer Vision / Image Recognition
History of enemy AI in games
[Rabin 2015] chapter 34. Human Enemy AI in The Last of Us
Board Game AI
[Millington Funge 2009] chapter 8 Board Games
[Rabin 2015] chapter 24. Interest Search: A Faster Minimax
Enemy AI of a (mod-able) game