The Forgotten AI of Video Games
summary
Survey of game AI techniques with code-level specifics: finite state machines for animation and NPC states, behavior trees as directed acyclic graphs with selectors/sequences/decorators, navmeshes plus A pathfinding where orthogonal moves cost 10 and diagonals 14, and planning systems from GOAP (used in F.E.A.R.*, source code available) to HTNs (forward planning with world‑state copies) that trade unpredictability for authorable control; examples include Half‑Life, Left 4 Dead director AI, RimWorld simulation, and an indie game using TTS, with notes on performance and maintenance costs.
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chapters (9)
- 0:00Forgotten AI in games
- 6:05Origins of symbolic AI
- 13:11FSM and behavior trees
- 22:34GOAP and HTN decision-making
- 32:33GOAP deep dive
- 44:10Hierarchical Task Networks vs GOAP
- 51:44Director and Utility AI
- 57:22Combining AI systems
- 58:27Q&A
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