Resources

7.1 – Layered Influence Map Literature Review

3.1 – Planner Literature Review

Peter Higley and Chris Conway’s GDC 2015 Talk on GOAP (0:00, 20:00)
Jeff Orkin’s website on GOAP
Jeff Orkin’s Applying Goal-Oriented Action Planning to Games (2003)
Jeff Orkin’s Three States and a Plan: The AI of FEAR (GDC 2006)
Jeff Orkin’s Symbolic Representation of Game World State: Toward Real-Time Planning in Games
Glenn Fiedler’s GDC 2015 Talk on Physics for Game Programmers : Networking for Physics Programmers
Troy Humphreys’s Exploring HTN Planners through Example (Pro 1-12)
William van der Sterren’s Hierarchical Plan-Space Planning for Multi-unit Combat Maneuvers (Pro 1-13)
Éric Jacopin’s Optimizing Practical Planning for Game AI (Pro 2-13)
A* implementation

UE4 Animation Montage

It may not be possible to modify the blend map from script (need to look into that), but driving animation in script is certainly possible.

Ref: AnimMontage

1.1 – Behavior Tree Literature Review

  • Game AI Pro – 4, 6, 7 on BT

0.2 – AI and Framework Literature Review

  • C++ for game programmers (book)
  • Introduction to game AI (book)
  • Artificial Intelligence for games (book)
  • Game Engine Architecture – 4 on Math
  • Game AI Pro 3 – 4 on player perception, 7 on FSM debug, 8 on modular, 12 on FSM
  • Wisdom 2 – 5.1 on FSM
  • Game AI Pro – 4 on FSM, BT
The AI Project