General
Articles and video interviews. Requires paid membership for part of the content.
Game AI development blog from several authors (posts are from 2005 to 2011).
A subreddit for those interested in the development and research of artificial intelligence for games.
Navigation
A blog from Mikko Mononen about navmesh generation, pathfind, avoidance and more.
Interactive pathfinding demo in JavaScript. Includes A*, IDA*, Breadth-First-Search, Best-First-Search, Dijkstra and Jump Point Search with different heuristics and variations.
Presentation of the widely used A* algorithm including several variants and plenty of implementation notes.
Paper: Steering Behaviors For Autonomous Characters, OpenSteer C++ library and Java applets presenting the behaviors.
Decisions
A Fuzzy Logic Control Library and Application in C++.
FFLL is able to load files that adhere to the IEC 61131-7 standard.
AI Competitions
The AI Challenge is an open artificial intelligence programming contest started by the University of Waterloo Computer Science Club. The latest contest where: Rock-Paper-Scissors, Tron Lighcycles, Planet Wars and Ants. Participations can be submitted using several programming languages and it is usually easy to submit a first entry based on base kit.
A competition about writing a commander issuing orders to a team of bots.
Risk-like AI competition. Several programming language are supported.
Virtual car race competition.
AI Conferences
Usually in Europe, conference dedicated to game artificial intelligence, gameplay and character animation.
Aims to be the bridge between entertainment software developers interested in AI and academic and industrial AI researchers.
Books
Reference to the most widely used techniques in game AI today.
Collection of 71 articles
Collection of 67 articles
Collection of 53 articles
Collection of 54 articles
Collection of articles
Motion planning, discrete planning, planning under uncertainty, sensor-based planning, visibility, decision-theoretic planning, game theory, information spaces, reinforcement learning, nonlinear systems, trajectory planning, nonholonomic planning, and kinodynamic planning.