Chapter 1 Handling Navigation in Lords of the Fallen for Multiple Enemy Sizes
Bruno Rebaque
Chapter 2 Creating Clean Navigation Data in Lords of the Fallen
Bruno Rebaque
Chapter 3 Hack and Slash AI Combat Roles: A Simple Approach to
Dynamic Enemy Behaviour
David Soler Bartomeu
Chapter 4 Agitation System in Assassin's Creed Nexus
Lisa Ridley
Chapter 5 Creating Boss Behaviours in Luna Abyss
John Reynolds and Matthew Reynolds
Chapter 6 AI Level of Detail in Multiplayer Games
Laurent Couvidou
Chapter 7 Driver Assists in Racing: Using the Vehicle AI to
Aid the Player
Dr Nic Melder
Chapter 8 AI Showrunner - Managing Gameplay Experience with a Hierarchical Network of AI Directors
Dr Dominik Gotojuch
Chapter 9 Recast Navigation
Andy Brown
Chapter 10 Intelligent Cover
Paul Roberts and James (Jay) Vickers
Chapter 11 How-To Smart Object
Carl Viktor Benjamin Lundström
Chapter 12 Utility AI and Emergent Gameplay: Transforming Game Worlds
Dr Vicky Bloom
Chapter 13 The Importance of Separation of Concerns in
AI Architecture
David Guzman
Chapter 14 Applications of Vector Fields in AI - The Navigation System of Speedball
Sarat Rallabandi
Chapter 15 Unlocking Doors
Philip Dunstan
Chapter 16 An Architecture for AI Game Masters in Tabletop RPGs
Matt Eland
Chapter 17 Follow Through: Ara: History Untold's Long-Term Planning System
William Smith Chambers and Eric Alzheimer
Chapter 18 Using Nav-Mesh Flood Fill to Speed Up Environment Querying
Slavomir Krbyla
Chapter 19 Using Monte Carlo Tree Search in Soccer Kids
Rafal Tyl
Chapter 20 The LLM Playwright: Managing NPC Dialogue and Behaviour in Real-Time Using Large Language Models
Mateo Saldivar
Chapter 21 Bringing Ambient Animals to Life in Psychonauts 2
Rebecca (Beca) Vessal
Chapter 22 RMA*: Restricted Memory A*
Paul Roberts