Research and Learning Resources for Computer Games Technology RESEARCH AND LEARNING RESOURCES FOR COMPUTER GAMES TECHNOLOGY TABLE OF CONTENTS Introduction to Computer Games ............................................................................. 3 General resources for game research and technology ............................................ 3 Game Artificial Intelligence resources: ................................................................... 3 Web sites on game AI:............................................................................................ 3 Academic: .............................................................................................................. 4 Conferences and workshops: ................................................................................. 4 Books: (see also AIWisdom.com) ........................................................................... 4 Academic Papers: .................................................................................................. 5 Surveys and overviews: ..................................................................................... 5 Pathfinding: ........................................................................................................ 5 Formations: ........................................................................................................ 5 Steering behaviours:........................................................................................... 6 Crowds: .............................................................................................................. 6 Camera AI: ......................................................................................................... 6 Visibility and perception: ................................................................................... 7 Social and conversational agents: ...................................................................... 7 Story AI:............................................................................................................. 7 Action selection and agent architecture: ............................................................ 7 Strategy and tactics: ........................................................................................... 8 Learning and evolution: ..................................................................................... 8 Other: ................................................................................................................. 8 Game AI articles: ................................................................................................. 10 Software: .............................................................................................................. 10 Commercial: ..................................................................................................... 10 Open source: .................................................................................................... 11 Other: ............................................................................................................... 11 Game Physics resources: ........................................................................................ 12 Books: .................................................................................................................. 12 Papers: ................................................................................................................. 12 Software: .............................................................................................................. 12 Open source: .................................................................................................... 12 Commercial: ..................................................................................................... 12 Other: ............................................................................................................... 13 Academic resources: game design, production and criticism: .............................. 13 University labs, centres and projects: ................................................................. 13 University courses: .............................................................................................. 14 Academically oriented online forums .................................................................. 15 Conferences and workshops ................................................................................ 15 Papers: ................................................................................................................. 15 Other: ................................................................................................................... 16 Related topics of interest ......................................................................................... 16 Rants: ................................................................................................................... 16 Dr C Süheyl Özveren Page 1 3/7/2016 Research and Learning Resources for Computer Games Technology Computer Game Characters ................................................................................... 17 Behaviour .................................................................... 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Game Design ........................................................................................................... 17 Hierarchical Actions ............................................................................................... 17 Learning .................................................................................................................. 17 Specific AI Techniques and Case Studies /Examples ........................................... 17 Game AI Researchers ............................................................................................. 20 Links to be sorted out yet ........................................................................................ 20 Dr C Süheyl Özveren Page 2 3/7/2016 Research and Learning Resources for Computer Games Technology Introduction to Computer Games Wikipedia video game entry Gamespot - The History of Video Games Gamespot - A History of Video Game Controversy Life After the Video Game Crash Google search General resources for game research and technology Journal of Game Development (CRM) Game Programming Gems book series (CRM) Game Developers Conference (CMP) Game Developer Magazine (CMP) Gamasutra (CMP) IGDA International Game Developers Association Game Research covering "the art, business, and science of computer games" Calendar of game industry events Game Artificial Intelligence resources: Web sites on game AI: Dr C Süheyl Özveren The Game AI Page: Building Artificial Intelligence into Games Amit's Game Programming Information AIWisdom.com A book of articles on AI techniques used in video games by programmers in the industry by Steve Rabin ("Our Goal: Catalogue Every Game AI Article and Every Graphics Article") Game/AI blog by Damian Isla Game AI Page A website devoted to the topic of artificial intelligence in games and contains many useful links to other webpages on the subject by Steve Woodcock aiGuru by Michael Zarozinski AI Depot A website covering many aspects of artificial intelligence. by Alex Champandard An AI Architecture for Games and Robotics by Nick Porcino Artificial Intelligence resources at gamedev.net Artificial Intelligence FAQ Frequently asked questions about artificial intelligence. comp.ai.games: A newsgroup devoted to game AI. Page 3 3/7/2016 Research and Learning Resources for Computer Games Technology Academic: Artificial Intelligence and Computer Games Research at UMich by John Laird et al. Artificial Intelligence section of Amit Patel's Game Programming Information. AI Center by Alexander Nareyek Dialogue in Computer Games by Penny Drennan Game AI Paper Summaries, Strategy AI by Penny Sweetser Game Development Page by Ken Perlin – Conferences and workshops: Computer Game Design and Technology Workshop GDTW2006 V-Crowds '05 The First International Workshop on Crowd Simulation Artificial Intelligence and Interactive Digital Entertainment Conference (AIIDE 2005) AAAI-04 Workshop on Challenges in Game AI (2004) Artificial Intelligence and Interactive Entertainment (AAAI AIIE 2002, 2001, 2000, 1999) Australian Game Developers' Conference International Conference on Entertainment Computing Game-On Game Developers' Conference AAAI Spring Symposia International Conference on Virtual Storytelling Books: (see also AIWisdom.com) o o o o o o o o Artificial Intelligence for Computer Games: An Introduction (2004) by John D. Funge. The companion web site ai4games.org includes bibliography, errata, chapter guide, and relevant links. Companion website for Artificial Intelligence: A Modern Approach Programming Game AI by Example (2004) by Mat Buckland AI Game Engine Programming (2004) by Brian Schwab AI for Game Developers (2004) by David M. Bourg and Glenn Seeman AI Game Development: Synthetic Creatures with Learning and Reactive Behaviors (2003) by Alex Champandard. See also the companion web site AiGameDev.com. AI Game Programming Wisdom 2 (2003) edited by Steve Rabin. AI Game Programming Wisdom (2002) edited by Steve Rabin. Dr C Süheyl Özveren Page 4 3/7/2016 Research and Learning Resources for Computer Games Technology o AI for Animation and Games: A Cognitive Modeling Approach (1999) by John D. Funge. Academic Papers: Surveys and overviews: Alex Nareyek (2004) Artificial Intelligence in Computer Games - State of the Art and Future Directions ACM Queue 1(10), 58-65 (PDF of print version) Behavior Modeling in Commercial Games (2004) by David E. Diller, William Ferguson, Alice M. Leung, Brett Benyo, Dennis Foley [DOC] Pathfinding: Near Optimal Hierarchical Path-Finding (2004) Adi Botea, Martin Müller and Jonathan Schaeffer Efficient Navigation Mesh Implementation (2004) John C. O’Neill Realistic Human Path Planning using Fluid Simulation [PDF] (2004) by René G. Burgess and Christian J. Darken Ribbon Networks for Modeling Navigable Paths of Autonomous Agents in Virtual Urban Environments [PDF] (2003) Peter Willemsen, Joseph K. Kearney and Hongling Wang Interactive Navigation in Complex Environments Using Path Planning (2003) Brian Salomon, Maxim Garber, Ming C. Lin, and Dinesh Manocha Polygon Soup for the Programmer's Soul: 3D Pathfinding (2001) by Patrick Smith. GDC 2001 presentation slides in [PPT]. Formations: Dr C Süheyl Özveren Formation-Based Pathfinding With Real-World Vehicles (2000) by Jim Van Verth, Victor Brueggemann, Jon Owen and Peter McMurry. Extends steering behaviors to include multivehicle formations and explores more specific vehicle locomotion models. Coordinated Unit Movement, and Implementing Coordinated Movement (1999) by Dave Pottinger Closely related robotics papers: Page 5 3/7/2016 Research and Learning Resources for Computer Games Technology Formations with a Mission: Stable Coordination of Vehicle Group Maneuvers (2002) by Petter Ogren, Edward Fiorelli and Naomi Ehrich Leonard Negotiated Formations (2003) by David J. Naffin and Gaurav S. Sukhatme Robot Formations Using Only Local Sensing and Control (2001) by Jakob Fredslund and Maja J Mataric Social Potentials for Scalable Multi-Robot Formations (2000) by Tucker Balch and Maria Hybinette Behavior-based Formation Control for Multi-robot Teams (1999) by Tucker Balch and Ronald C. Arkin Steering behaviours: Autonomous Behaviors for Interactive Vehicle Animations (2004) by Jared Go, Thuc Vu and James Kuffner. [PDF] Fast, Neat and Under Control: Inverse Steering Behaviors for Physical Autonomous Agents (2003) Heni Ben Amor, Oliver Obst, Jan Murray. [PDF] [CiteSeer] Steering Behaviors For Autonomous Characters (1999) by Craig Reynolds. [PDF] [CiteSeer] Crowds: FastCrowd: Real-Time Simulation and Interaction with Large Crowds based on Graphics Hardware (2004) by Nicolas Courty and Soraia Raupp Musse [PDF] Interaction with Groups of Autonomous Characters (2000) by Craig Reynolds. [PDF] Camera AI: Dr C Süheyl Özveren A Cinematography System for Virtual Storytelling (2003) Nicolas Courty, Fabrice Lamarche, Stéphane Donikian, and Éric Marchand. [PDF] Real-Time Camera Control For Interactive Storytelling (2002) Fred Charles, Jean-Luc Lugrin, Marc Cavazza and Steven J. Mead. [PDF] [CiteSeer] A Camera Engine for Computer Games: Managing the TradeOff Between Constraint Satisfaction and Frame Coherence (2001) by Nicolas Halper, Ralf Helbing and Thomas Strothotte. [PDF] [CiteSeer] The Virtual Cinematographer: A Paradigm for Automatic RealTime Camera Control and Directing (1996) by Michael F. Cohen, Li-wei He and David Salesin. [PDF] [CiteSeer] Page 6 3/7/2016 Research and Learning Resources for Computer Games Technology Visibility and perception: Visibility and Concealment Algorithms for 3D Simulations [PDF] (2004) by Christian J. Darken AI on the GPU [PDF] (2004) by Christian J. Darken, E. Ray Pursel, J. Steve Correia. On determining how entities on a virtual battlefield see each other. State Estimation for Game AI using Particle Filters (2004) by Curt Bererton. [PDF] [AVI video] Object Persistence for Synthetic Characters (2002) by Damian A. Isla and Bruce M. Blumberg. [PDF] Social and conversational agents: Character Participation in Social Interaction [PDF] (2004) by Robert Zubek Generic Personality and Emotion Simulation for Conversational Agents [PDF] (2004) by Arjan Egges, Sumedha Kshirsagar, Nadia Magnenat-Thalmann FLAME - A Fuzzy Logic Adaptive Model of Emotions (2000) by Magy Seif El-Nasr, John Yen, and Thomas Ioerger. [PS] Story AI: AI Characters and Directors for Interactive Computer Games (2004) Brian Magerko, John E. Laird, Mazin Assanie, Alex Kerfoot and Devvan Stokes. [PDF] An intent-driven planner for multi-agent story generation (2004) by Mark Owen Riedl and R. Michael Young. [PDF] Interactive Narrative Architecture Based on Filmmaking Theory (2004) by Magy Seif El-Nasr. [PDF] A Search-Based Drama Manager (2004) by Ari Lamstein and Michael Mateas [PDF] Façade: An Experiment in Building a Fully-Realized Interactive Drama (2003) Michael Mateas and Andrew Stern [PDF] The Stage as a Character: Automatic Creation of Acts of God for Dramatic Effect (1995) by Bradley Rhodes and Pattie Maes Action selection and agent architecture: Dr C Süheyl Özveren Improv: A System for Scripting Interactive Actors in Virtual Worlds (1996) by Ken Perlin and Athomas Goldberg [PDF] [CiteSeer] [related page] Page 7 3/7/2016 Research and Learning Resources for Computer Games Technology Multi-Level Direction of Autonomous Creatures for Real-Time Virtual Environments (1995) by Bruce Blumberg and Tinsley Galyean. [PDF] [CiteSeer] Strategy and tactics: Rules versus Scripts in Games Artificial Intelligence (2004) by Nathan Combs and Jean-Louis Ardoint. [PDF] It Knows What You're Going to Do: Adding Anticipation to a Quakebot (2001) by John E. Laird. [PDF] Learning and evolution: Evolving Opponents for Interesting Interactive Computer Games (2004) by Georgios N. Yannakakis and John Hallam. [PDF] Fast and Learnable Behavioral and Cognitive Modeling for Virtual Character Animation (2004) Jonathan Dinerstein, Parris K. Egbert, Hugo de Garis and Nelson Dinerstein. [PDF] Integrated Learning for Interactive Synthetic Characters (2002) Bruce Blumberg, Marc Downie, Yuri Ivanov, Matt Berlin, Michael Patrick Johnson, Bill Tomlinson. [PDF] Other: Dr C Süheyl Özveren Automating Lighting Design for Interactive Entertainment (2004) Magy Seif El-Nasr and Ian Horswill. [PDF] Realistic Autonomous Navigation in Dynamic Environments (2003) by Alex Champandard (Masters thesis, University of Edinburgh) RTS Games as Test-Bed for Real-Time Research [PDF] (2003) Michael Buro and Timothy Furtak. Artificial Stupidity: The Art of Intentional Mistakes (2003) Lars Liden. [PDF] Putting AI in Entertainment: An AI Authoring Tool for Simulation and Games (2002) by Daniel Fu and Ryan Houlette [PDF] Strategic and Tactical Reasoning with Waypoints (2002) Lars Liden. [PDF] Gamebots: A 3D Virtual World Test-Bed For Multi-Agent Research (2001) Rogelio Adobbati, Andrew N. Marshall, Andrew Scholer, Sheila Tejada, Gal Kaminka, Steven Schaffer, Chris Sollitto. [PDF] [CiteSeer] Virtual Real(i)ty: SimCity and the Production of Urban Cyberspace Page 8 3/7/2016 Research and Learning Resources for Computer Games Technology Civilization and Its Discontents: Simulation, Subjectivity, and Space Does gameplay have politics? Video Games - The Necessity of Incorporating Video Games as part of Constructivist Learning Making Sense of Software: Computer Games as Interactive Textuality Home Bio Publications Naimad Games Papers and Presentations Next-Gen Content Creation for Next-Gen AI, D. Isla, Invited talk, Foundations of Digital Games (FDG) 2009 [ppt] Beyond Behavior: An Introduction to Knowledge Representation, D. Isla, P. Gorniak, AI Summit GDC 2009 [ppt] Halo 3 Objective Trees: A Declarative Approach to Multi-agent Coordination, D. Isla, Invited talk, Artificial Intelligence and Interactive Digital Entertainment (AIIDE) 2008 [ppt] Halo AI Retrospective: 8 Years of Work on 30 Seconds of Fun, D. Isla, Programming Keynote, Develop 2008 [ppt] Transparent Decision-Making and AI Design, D. Isla, Seoul International Games Symposium (SIGS) 2008 [ppt] The Two Faces of Video Game AI, New Paradigms in Using Computers (NPUC) IBM Almaden Research Center 2008 [ppt] Building A Better Battle: The Halo 3 AI Objectives System, D. Isla, GDC 2008 [ppt] Dude, Where's My Warthog: From Pathfinding to General Spatial Competence, D. Isla, Invited talk, Artificial Intelligence and Interactive Digital Entertainment (AIIDE) 2005 [ppt] Handling Complexity in the Halo 2 AI, D. Isla, GDC 2005 [doc] [ppt] The Halo 2 AI in 10 Minutes or Less, D. Isla, SD Forum 2004 [ppt] "Low Level" Intelligence for "Low Level" Character Animation, D. Isla, B. Blumberg, Sketches and Applications, SIGGRAPH 2002 [pdf] [ppt] Dr C Süheyl Özveren Page 9 3/7/2016 Research and Learning Resources for Computer Games Technology Object Persistence for Synthetic Creatures, D. Isla, B. Blumberg, Autonomous Agents and Multi-agent Systems (AAMAS) 2002. Winner Best Student Paper Award. [pdf] [ppt] New Challenges for Character-Based AI for Games, D. Isla, B. Blumberg, AAAI Symposium on AI and Interactive Entertainment 2002 [pdf] A Layered Brain Architecture for Synthetic Creatures, D. Isla, R. Burke, M. Downie, B. Blumberg, International Joint Conferences on Artificial Intelligence (IJCAI) 2001 [pdf] Game AI articles: o o o o o o o o o o o o o o o o Artificial Intelligence articles from Gamasutra (requires free registration) Using Genetic Algorithms for Game AI by Greg James at GIGnews AI in Video Games vs. AI in Academia (Slashdot discussion) Wild Things game AI article from Wired. AI helps gamers keep on playing (BBC 2002) by Mark Ward on AI in Majorem Computer games start thinking (BBC 2002) by Mark Ward The future of artificial intelligence: The Borg? (2002, ZDNet) group mind AI for "Dmitry" AI in action games: complete interviews (2002, PC Gamer) NOLF 2: the complete developer interview (2002, PC Gamer) AI Middleware: Getting into Character by Eric Dybsand (Gamasutra, July 2003) parts: 1, 2, 3, 4, 5 The Full Spectrum Warrior Camera System by John Giors (GDC 2004, Gamasutra (requires free registration)) Under the hood of The Sims (2002 IE only?) lecture notes by Ken Forbus What does AI offer video games? (2004, self-published) by Craig Furness Bringing emotions to video games Can games inspire feelings as well as fun? by Tom Loftus (2004, MSNBC) [PDF] Adapting the Tools of Drama to Interactive Storytelling (2001, Gamasutra (requires free registration)) by Randy Littlejohn Agitating for Dramatic Change (2003, Gamasutra (requires free registration)) by Randy Littlejohn Software: Commercial: Dr C Süheyl Özveren AI.implant from BioGraphic Technologies Page 10 3/7/2016 Research and Learning Resources for Computer Games Technology Massive (crowd system used in Lord of the Rings, see also) Softimage Behavior RenderWare A.I. ("powered by Kynogon") SimBionic from Stottler Henke Associates see also. Pariveda Louder Than A Bomb! Software Virtools AI Pack (formerly NeMo?) DirectIA emotion ai Realtime Drama Open source: OpenAI FEAR: a generic framework for AI development with a collection of building blocks, and methodologies to extend the system OpenSteer: a C++ library and tools to help construct steering behaviors for autonomous characters Other: o o o o o IGDA's committee on Artificial Intelligence (AI) Interface Standards [related game AI newsletter] International Journal of Intelligent Games & Simulation Computers > Artificial Intelligence > Games (Google/DMOZ directory) comp.ai.games newsgroup (via web or nntp) Related topics: Games with programmable AI: games providing API/SDK allowing them to be used as testbeds for AI research. (From CS 672: Learning and Sequential Decision Making by Michael L. Littman.) Some others: ORTS - A Free Software RTS Game Framework Freeciv: "Cause civilization should be free!" Games > Video Games > Simulation > Programming Games (Google/DMOZ directory) Gamebots Unreal Tournament as a domain for research in artificial intelligence Emotionally Challenged blog by Ian Wilson on articial emotion. Terra Nova a blog about virtual worlds: "computer-generated, persistent, immersive, and representational social platforms...MMORPGs..." Dr C Süheyl Özveren Page 11 3/7/2016 Research and Learning Resources for Computer Games Technology Interactive Storytelling: Techniques for 21st Century Fiction (2004) book by Andrew Glassner GPGPU General-Purpose Computation Using Graphics Hardware AI on the Web a massive directory of general (not specifically game related) AI links, online companion to the book Artificial Intelligence: A Modern Approach Game Physics resources: Books: o o Game Physics (2003) by David H. Eberly see table of contents and source code Physics for Game Developers (2001) by David M. Bourg (overview and reviews) Papers: o o o Practical Physics for Articulated Characters [PDF] (2004) by Vangelis Kokkevis Using Verlet Integration and Constraints in a Six Degree of Freedom Rigid Body Physics Simulation [PDF] (2004) by Rick Baltman Advanced Character Physics (2001) by Thomas Jakobsen Software: Open source: Open Dynamics Engine (ODE) and odejava Tokamak Game Physics SDK Newton Game Dynamics Bullet Continuous Collision Detection and Physics Library OPCODE Optimized Collision Detection Commercial: Dr C Süheyl Özveren Havok Game Dynamics SDK RenderWare Physics Meqon Game Dynamics SDK 3Impact dynamics-capable game engine CMLabs (realtime, but oriented toward engineering and academic use) NovodeX Rocket (free for non-commercial use) Page 12 3/7/2016 Research and Learning Resources for Computer Games Technology ACE (The Autonomous Character Engine): DirectIA: (Direct Intelligent Adaptation) a set of software components modelling motivations and emotions, action selection capabilities and cognitive behaviours such as dynamic learning” (animaths website). GALib A C++ library of Genetic Algorithm components Logic Programming Associates Released a series of AI programming tools: Flex: An expert system toolkit that supports framebased reasoning, rule-based programming and datadriven procedures. Includes an English-like Knowledge Specification Language (KSL). Flint: A fuzzy logic expert system. Supports fuzzy variables, fuzzy qualifiers and fuzzy modifiers. Agent: Allows you to write agent-oriented programs using a logic-based approach. LouderThanABomb! Spark!: A fuzzy logic editor with a graphical user interface (GUI). NightFall: Includes tools for developing worlds, including an AI editor and library with functions for route finding, sensing other objects nearby, creating other objects and moving around. Open AI: The OpenAI website is the host to an Open Source project and provides a community for people with an interest in AI. Robocode: Program a robotic tank in Java that can battle against others. Other: o o o o o Rigid Body Dynamics by Chris Hecker Interactive Physics Simulation Resources by Thomas Jakobsen Physics Resource Guide (Gamasutra, requires free registration) Research on game physics (Pseudo Interactive) Smash Hits (2001, Wired) by Mark Frauenfelder Academic resources: game design, production and criticism: University labs, centres and projects: o o o o o Entertainment Technology Center CMU University of Alberta Games Group Game Research Lab (University of Tampere) Center for Computer Games Research IT University of Copenhagen Interactive Entertainment Group Northwestern University Dr C Süheyl Özveren Page 13 3/7/2016 Research and Learning Resources for Computer Games Technology o o o o o o o o o o o o o o o o o o o o o o o o Game Culture & Technology Lab UCI Institute for Creative Technologies USC EA Game Innovation Lab (stand-in link) USC Video Game Research Site Purdue The Rapunsel Project (NYU, Hunter College, University of Illinois) How They Got Game: History and Culture of Interactive Simulations and Video Games, at Stanford Humanities Lab Serious Games: Improving Public Policy through Game-Based Learning and Simulation and the Serious Games Summit. (See also this 2004 CIE article article by Ben Sawyer and this (older?) site.) Game Technology Research at Brown Computer Games Group University of Maastricht Liquid Narrative Group North Carolina State University InteractiveStory.net and Façade Water Cooler Games "video games with an agenda...beyond entertainment" Experimental Game Lab Georgia Tech Research in Interactive Narratives University of Teesside Game Development Society ("Stop playing alone, play together!") Leeds University John Laird's Artificial Intelligence and Computer Games Research NC State's Liquid Narrative research group USC's Institute for Creative Technologies Northwestern's Interactive Entertainment Group Excalibur: Adaptive Constraint-Based Agents in Artificial Environments Tierra University of Maastricht, Computer Games Group The University of Alberta GAMES Group Prof Ken Perlin of New York University a must visit page University courses: o o o o o o o CS 4455 - Video Game Design and Programming Georgia Tech Computer Game Design and Implementation University of Michigan Algorithms for Computer Games notes for course at the University of Turku. History of Computer Game Design: Technology, Culture, Business Stanford AI for Game Programming Course Information (Jessica Bayliss) RIT CS 294 Computer Games Home Page (David Forsyth) UC Berkeley Game Development Certificate Program, University of Washington Extension Dr C Süheyl Özveren Page 14 3/7/2016 Research and Learning Resources for Computer Games Technology o o o o CS 395 Interactive Graphics Techniques for Computer Gaming (Ben Watson) Northwestern Computer Game Design at Northwestern A course on computer game design offered at Northwestern University. Game AI at RIT A course on game AI at the Rochester Institute of Technology. Game Programming at the University of Michigan While not specifically a course on game AI, this course is intended to cover all areas of game design and implementation. Academically oriented online forums o o o o o Game Studies -- aesthetic, cultural and communicative aspects of computer games Ludology.org - Videogame Theory (see also Associated Press Says "Ludology") Narratology - projects, debates and resources in narrative theory Grand Text Auto - group blog about interactive narrative, games, poetry, and art. The Education Arcade - The Future of Videogames in Education Conferences and workshops o o o o o o Computer Game Technology Conference (2004) Gaming2Learn workshop (2003 Media X, Stanford) Game On: 2000, 2001, 2002, 2003, 2004 and GameOn'NA 2005. See also this article on The Game On conference and the current state of research into learning. International Conference on Virtual Storytelling: 2003, 2001 Narrative Intelligence AAAI 1999 Fall Symposium RE:PLAY (1999) "Real world Conference: Game design + Game Culture" Papers: o o o o GameFlow: A Model for Evaluating Player Enjoyment in Games (2005) Penelope Sweetser and Peta Wyeth [PDF] Scripting Versus Emergence: Issues for Game Developers and Players in Game Environment Design (2005) Penelope Sweetser and Janet Wiles [PDF] Learning by Design: Games as Learning Machines (2004) by James Paul Gee. [PDF] MDA: A Formal Approach to Game Design and Game Research (2002) Robin Hunicke, Marc LeBlanc, Robert Zubek. [PDF] Dr C Süheyl Özveren Page 15 3/7/2016 Research and Learning Resources for Computer Games Technology Other: o o o o o o o o o o o o Games > Game Studies > Education (Google/DMOZ directory) Video game studies from Wikipedia IGDA's Academic site, including academic events, articles, curriculum, and forums. Gamers Learning by Degree (2002, Wired) 10 Game Industry Sites We Like (GIGnews) Digital Games Research Association (DiGRA) Online Community Shedding the stigma: Yes, that's a Ph.D in game theory hanging on the wall (2004, AP) U.S. colleges offering video game studies (2004, Reuters, via Frobes) gaming research | games as education | games as art by Mary Flanagan including The Rapunsel Project and The Adventures of Josie True Whither Game Research (2004 blog post) by Michael Mateas Towards Relevant Research: Collaboration 101 (GDC 2004 panel) by Robin Hunicke, with Raph Koster, Mark DeLoura, Michael van Lent and Will Wright. Session summary and session prep notes. Computer Games in an Academic Environment by Asher Lipson Related topics of interest The Uncanny Valley, a concept formulated by Masahiro Mori, a Japanese roboticist. Mori tested people's emotional responses to a wide variety of robots, from non-humanoid to completely humanoid. He found that the human tendency to empathize with machines increases as the robot becomes more human. But at a certain point, when the robot becomes too human, the emotional sympathy abruptly ceases, and revulsion takes its place. People began to notice not the charmingly human characteristics of the robot but the creepy zombielike differences. The Uncanny Valley (2000) by Dave Bryant: Why are monster-movie zombies so horrifying and talking animals so fascinating? [PDF] The Undead Zone (2004, Slate) by Clive Thompson: Why realistic graphics make humans look creepy. Robots Dancing in the Uncanny Valley ... (2004, Life With Alacrity) The Man Who Mistook His Girlfriend for a Robot by Dan Ferber (2004, Popular Science) about the robotic art of David Hanson Quality of Life IGDA's QoL pages advocating better working conditions for game developers. Videos from the Quality of Life Summit at GDC 2005. Rants: o GDC 2005, IGDA Session: Burning Down The House - Game Developers Rant with Eric Zimmerman, Warren Spector, Jason Dr C Süheyl Özveren Page 16 3/7/2016 Research and Learning Resources for Computer Games Technology o Della Rocca, Greg Costikyan, Brenda Laurel and Chris Hecker. Covered by GameSpot, GameSpy, Wonderland and Terra Nova. A Gamers' Manifesto ("20 things gamers want from the seventh generation of game consoles") by David Wong and Haimoimoi. o o o o GDSE: Game Development Search Engine Mindpixel: Digital Mind Modeling Project The aim of the project is to create artificial consciousness, by teaching it what it is to be human. NN and GA Tutorials Computer Game Characters Google search for Lara Croft Google search for Mario Google search for Pac-Mac Google search for Wario Game Design Garage Games Jie Gao - Collision Detection Hierarchical Actions Cognitive/Agent Architecture Learning David W. Aha: Machine Learning Page Association for Uncertainty in Artificial Intelligence (AUAI) Craig Boutilier's Web Page Daphne Koller Machine Learning in Games C++ Machine-learning Library Machine Learning Network Online Information Service Specific AI Techniques and Case Studies /Examples Excalibur Project : Excalibur is an autonomous agent architecture whose goal is to provide a complex computer-game environment in which the agents would operate. These agents not only have to plan and make decisions in a dynamic world with incomplete knowledge, but they also have to communicate with other agents and work as parts of a group as well. Dr C Süheyl Özveren Page 17 3/7/2016 Research and Learning Resources for Computer Games Technology Genetic Algorithms: An explanation of genetic algorithms, and how they might work well with game AI. Intelligent Agents in Computer Games: A paper detailing the authors' SOAR interface to the popular computer game Quake II. Machine Learning in Games: A site whose title is somewhat misleading. It is actually more of a repository for AI researchers and game programmers alike. It contains links to a number of papers, techniques, and current projects. Machine Learning in Games Development An article that suggests that Machine Learning is rarely, if ever, used in completed computer games. It provides an explanation of what machine learning is (without much explanation of the theory of counting and such): the performance element, learning element, and so on. Steering Behaviors for Autonomous Characters A paper on how to make autonomous characters in animation and games move in a life-like manner through steering behaviours. AI in Games: From Black & White to Infinity and Beyond A website detailing the AI used in the recent game "Black & White". It discusses autonomous agents, feedback-based learning, and decision trees. It also extrapolates from "Black & White", conjecturing possible directions for future AI in games, such as infinite goals, and real-time planning. Angband Angband is a descent through randomly generated dungeons. As one goes deeper, more fearsome monsters are encountered. These monsters are more than just better statistics and a different graphical tile: the monsters also get smarter as you descend. Angband and some of its variants have a player-toggleable option that allows monsters to track the player by scent and sound as well as sight. Certain monsters can also track better than others: canines and the various types of hounds can smell the player from hundreds of feet away, and attack in packs. However, scent is also unreliable. Though each time the player moves into a square his or her scent lingers for a while, it is only temporary, and degrades over time, so that after a while, it becomes unreliable. Complete AI Interviews: This is a collection of interviews with the AI designers of games. They discuss what makes good and bad game AI, and why good AI takes so long to develop. Game AI: The State of the Industry This article is the basis for information on the two games mentioned above, but it also contains a number of other facts. One is that finite and fuzzy state machines still seem to be the industry standard. Genetic algorithms and neural networks are infrequently used because of a perceived difficulty arising from their non-determinism. Microsoft's Age of Empires; To make the AI's job easier, Age of Empires uses terrain analysis. The result is a pathfinding algorithm that is more efficient than the standard A*. As well, the game uses so-called influence maps. These maps allow certain structures to be identified as "key structures", and can find optimal placement of buildings relative to these structures. These maps are also used to plan attacks: if any enemy structures are known, the AI will plot out the best possible attack route, so that early warning to the enemy is minimized. Red Storm's Force 21: Force 21 takes a different approach to path finding, drawing on research in visibility graph analysis to divide larger sections into "reachable" and "unreachable" areas, leaving implementation issues up to the individual units. Dr C Süheyl Özveren Page 18 3/7/2016 Research and Learning Resources for Computer Games Technology The Sims: Although you can do things to make your characters react in this game, they are by and large autonomous agents. Quake 3: Quake 3 uses a pathfinding system called the Area Awareness System (AAS). A detailed explanation of it can be found here. Virtua Fighter 4: Virtua Fighter 4 allows you to create AIs, and train them using a form of supervised learning. After a fight, you can tell it whether it was a good fight or not, which the AI can then use as information in future fights. Warcraft 3: Warcraft 3 uses autonomous agents for better unit behaviour. Researchers, Research, and Conferences Alexander Nareyek: The website of Alexander Nareyek, a researcher interested in AI in games. He has written papers detailing approaches and fields which might be appropriate for game AI research, and his thesis combines agents, planning, constraint programming, and local search. The formal framework he provides is implemented as a computer game to show its viability. He also provides a list of papers, some of which might be as useful as the ones mentioned above. Artificial Intelligence Magazine, January 2002 A publication of the AAAI, the January 2002 issue of AI magazine has, among articles on more traditional games, an article surveying the history of computer games and AI. GAMES Group at the University of Alberta, Edmonton, Canada A research group that produces high-performance strategy games, encompassing both traditional games such as Chess, Go, Poker, etc., as well as cutting-edge technology produced in association with industry giants such as Electronic Arts and Bioware. GCDC00, GCDC01, GCDC02, GCDC03: Moderator's notes from the roundtables on AI in Computer Games at the Computer Games Development Conferences 20002003. Dr C Süheyl Özveren Page 19 3/7/2016 Research and Learning Resources for Computer Games Technology Game AI Researchers J.M.P. van Waveren Mr. van Waveren created the Quake II bot Gladiator, which was extended to provide the core Quake III bot AI. His MSc. thesis describes the Area Awareness System (AAS) pathfinding method used in the bot. John Laird's Computer Game Research John Laird is a professor and associate chair of the computer science and engineering division of the College of Engineering at the University of Michigan. This page details his research in the field of computer game AI. It contains a number of his papers, as well as links to the source code of projects he has worked on. Of particular interest might be Interactive Computer Games: Human-level AI's Killer Application, described by Professor Laird on his website as "a general, over-the-top paper attempting to rally people to work on artificial intelligence and computer games." He also wrote an article entitled "The Future of Game AI" for the Gamasutra website, and maintains a list of interesting games from an AI perspective. Research Directions for AI in Computer Games A technical report of the computer science department of Trinity College Dublin. It describes the level of AI being used in the industry, as well as how AI is used in a number of different genres. It then identifies reasons as to why AI in the industry tends to be much less sophisticated than that studied in academia, as well as a discussion of game AI as an academic subject, and TCD's Game AI Project. Robert Zubek A Ph.D candidate at Northwestern, Mr. Zubek's research extends into "social" AI creating bots and other forms of AI which can engage with the player socially. One of his projects, tt14m the trash-talking 14-year-old moron, attempts to model verbal posturing and emotional involvement. Text Book: Game AI The table of contents for what could be an academic text book on game AI. The idea is to demonstrate what might be useful for university courses on game AI, as there currently seems to be no academic textbook on this subject. It is meant to generate discussion rather than be an actual work in progress. Towards an AI Behavior Toolkit for Games An article by researchers who are trying to develop a toolkit for games that would allow programmer’s access to state-of-the-art AI ideas and advances, thus bridging the gap between academia and the industry. Academic Courses Links to be sorted out yet The Angband Borg: A 'bot that plays Angband as if it were a normal player looking at the screen. It was originally written by the maintainer of the game, though because the source is freely available, there are a number of variants for different versions of the game. It maintains a set of goals, the weight of which changes depending on the Dr C Süheyl Özveren Page 20 3/7/2016 Research and Learning Resources for Computer Games Technology situation it finds itself in. Then, each turn, it looks at its surroundings and its goals, and does that which will best satisfy its current most important goal. Game Development Resources Articles Amit's Game Programming Information: A resource for information on articles and particulars of game programming. Includes sections on pathfinding and A*, tile-based games, and more. Gamasutra:A website with many articles covering all areas of game development. Game Development Search Engine: A website containing many resources for game developers. Its search engine lets you search articles from many game-related websites, and it also contains links to other sites, with rankings showing their general usefulness. Introduction to Writing a Bot A tutorial that guides you through the processes of creating a bot for a game like Quake 2, Quake 3, or Half-Life. Justin Heyes-Jones personal web pages - A* Tutorial A tutorial on A* search, as well as an implementation written in C++, using the standard template library. It claims to be platform-independent, but isn't. However, removing the line "#include <conio.h>" in the source should allow you to compile it correctly under a non-Windows operating system. Timeline of Knowledge Representation An excellent timeline of knowledge representation from 10000 BC to 2003 AD. Compilers DJGPP A 32-bit C/C++ development system for machines running some form of DOS. GameDev A Windows-based toolkit for developing side-scrolling computer games. Haskell Compilers and Interpreters Links to the Hugs 98, GHC, nhc98, and other Haskell interpreters and compilers. Java Technology Sun's Java website. MinGW A collection of windows-specific header files and tools for developing native Windows programs. Python The official website for the Python programming language. The GNU Compiler Collection: A collection of compilers. Currently, it contains front ends for C, C++, Ada, Java, Fortran, and Objective-C. Distributed with almost every copy of Linux, and often with the BSD family of operating systems, this comes close to being ubiquitous outside the Windows world. Libraries Bayesian Networks in Java: A Java/XML toolkit for writing and using Bayesian networks in Java. FEAR: Foundations for General Game AI: A project that bills itself as "a language independent open-source project providing portable support for the creation of genuine Artificial Intelligence within realistic simulated worlds". Free Fuzzy Logic Library: A library useful for those intent on using fuzzy logic as part of their game AI. Haskell Graphics Library: A graphics library for use with the Hugs Haskell system. There are demo snippets of code available on the website. The library is supposed to work on both Windows and Unix/Linux. Dr C Süheyl Özveren Page 21 3/7/2016 Research and Learning Resources for Computer Games Technology OpenGL: The Open Graphics Library, a widely-used general-purpose graphics library. PyGame: A set of modules for the Python programming language which allow multimedia programming, and which are usually used for games development. PyGame is written on top of the SDL multimedia library. SDL The Simple Directmedia Layer, a C multimedia library which allows crossplatform multimedia access to the mouse, keyboard, graphics, and sound. SVGALIB A low-level SVGA graphics library for Linux. Games and Engines Angband Though its graphics are extremely primitive by today's standards, Angband still has a fairly large user base, and is in constant development. Monsters, races, items, and so on are all specified externally in text files, so variants can quickly be made that way; and while the source is still quite large, it is extremely well-commented and well laid out. Botman's Bots A resource for bots for Half-Life and its associated modifications. It includes both source, binaries, and instructions on how to compile everything. Crystal Space Crystal space is a freely available (LGPL) 3-D game development kit. It can use OpenGL, Allegro, X11, and SVGALIB, depending on one's operating system setup. Freeciv Freeciv is a turn-based strategy game based loosely on the Civilization series of games. Its source is freely available, and the developers encourage contributions from the community. Quake and Hexen 2 Source A repository for the Quake and Hexen 2 source code, as well as modifications ("mods") for those engines. Quake 2 Source This site contains the final release of Quake 2, as well as its source code. Dr C Süheyl Özveren Page 22 3/7/2016