Canais no Youtube
Palestras
- What Makes Good AI?
- Less is More : Designing Awesome AI
- Unite 2017 - Finding the Path
- Building the AI for Bioshock Infinite’s Elizabeth
- Ellie: Buddy AI In The Last of Us
- The Simples AI Trick in the Book
- Creating the Illusion of Intelligence
- Not Bad For A Human
- Emergent Behavior in Game AI
- Playing to Lose: AI and “Civilization”
Tutoriais Específicos
BioInspirada
Cursos
Extras
- The Illusion of Intelligence
- AiGameDev.com
- The General Video Game AI Competition - 2017
- Game Programmers Guild
- AI-Based Games Design Patterns
- Utility Theory
- An Introduction to Utility Theory
- Game Development Myths: Players Want Smart AI
- P x NP: Uma introdução >
- Patente do Jogo Spore
- Creating Decoupled Features: The Blackboard System
Mecanim
- Mecanim : Bringing Your Applications to Life
- Unity 5 RPG Character Controller
- Combat Dialogue in FEAR The Illusion of Communication
Steering/Flocking Behaviors
- Steering Behaviors For Autonomous Characters
- Boids
- Flow Field Pathfinding
- Creating Believable Crows in Planet Coaster
- GameDevTuts
- Hybrid Pathfinding in StarCraft
Algoritmos de Busca
- Introduction to A* Pathfinding
- A* Pathfinding para Iniciantes
- A* Pathfinding Project
- Beginners Guide to Pathfinding Algorithms
- Introduction to A* by Red Blob Games
- A* with navigation meshes
- An Overview of PathFinding in Navigation Mesh
- The increasing cost tree search for optimal multi-agent pathfinding
- A Survey of Path-finding Algorithms Employing Automatic Hierarchical Abstraction
- When is practical to use DFS vs BFS?
- A gentle Introduction to graph theory
- Game Path Planning
- Simple Stupid Funnel Algorithm
- Local Navigation Grids
- Don’t follow the shortest path!
- A Comparison of High-Level Approaches for Speeding Up Pathfinding
Máquinas de Estado
- Finite State Machines Part 1
- Finite State Machines Part 2
- Finite State Machines Part 3
- Demonstração da Máquina Enigma
- Understading Pac-Man Ghost Behavior
- The Pac-Man Dossier
- Why do Pinky and Inky have different behaviors when Pac-Man is facing up?
- Game Programming Patterns: State Pattern
SmartObjects
Algoritmos Genéticos
Árvores de Decisão
- Árvores de Decisão by CIA
- Whats is the best option for a Pure Decision AI In Unity?
- Decision Tree vs Behavior Tree
- Pokemon Artificial Intelligence Is Smarter Than You
Árvores de Comportamento
- WTF Is? AI: Behavior Tree in Unreal Engine 4
- Behavior trees for AI : How they work
- Managing AI in Gigantic
- Are Behavior Trees a Thing of the Past
- Behavior Tree vs GOAP
Redes Neurais
Competições & Revistas & Eventos
- The General Video Game AI Competition - 2017
- The AI Games
- RoboCode
- What are the most interesting online AI competitions ?
- AIIDE 2017
。・:*:・゚★,。・:*:・゚☆ 。・:*:・゚★,。・:*:・゚☆ 。・:*:
Contact Info:
E-mail: pamabeltrani@gmail.com
Discord: pamnawi