This page maintains a collection of tools, methods, repositories, games, reports, communities, and datasets that are discussed in the book. Our plan is to update this list regularly so if you have suggestions for something we should include please contact us via email at gameaibook [ at ] gmail [ dot ] com.
Preface
- International Summer School on Artificial Intelligence and Games
- AI and Games Summer School – Game AI Jam Repository
Introduction
- IEEE Transactions on Games
- IEEE Conference on Computational Intelligence and Games
- AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment
- AI Summit at GDC Vault
- AI and Games YouTube channel
- Game AI Pro book series (including freely available chapters)
- Independent Game Festival
- OpenDota data platform and blog (data dump)
Part I: Background
Chapter 3: AI Methods for Games
- Unreal Engine Documentation for Behavior Trees
- Unity Behavior Tree Tools [NodeCanvas, Opsive]
- GPPC: Grid-Based Path Planning Competition and Pathfinding Benchmarks
- Reinforcement Learning: An Introduction by Sutton and Barto: 1st and 2nd edition
Part II: Play
Chapter 6: AI Methods for Games
- The Ludii general game system
- Metastone, a Hearthstone simulator
- Importance of Pac-Man AI Game Research
- Mario AI Competition
- Mario AI Framework
- Fighting Game Competition and Repository
- OpenAI Universe
- VizDoom Platform
- OpenAI Gym
- Minecraft – Project Malmo
- MicroRTS Competition
- Brood War API (BWAPI) and StarCraft AI
- Google Research Football
- Inform 7 programming language
- Text Game Research List
Part III: Generate
Chapter 8: Methods for Generating Content
- Procedural Generation with Wave Function Collapse
- WFC Demo by Oskar Stalberg
Chapter 9: Procedural Content Generation by Content Type
- bfxr sound generation tool
- Melodrive
- Google Magenta Studio
- Nothing for Dinner
- AI Dungeon
- Kobold AI
- Interactive fiction database
- ConceptNet and WorldNet
- Games by ANGELINA
- Puck Game Generator
- PCG Workshop Publication Database
Part VI: Model
Chapter 11: From Observations to Models of Players
- MiniDungeons turn-based roguelike puzzle game benchmark
- Platform for Audiovisual General-purpose ANnotation (PAGAN) repository
Chapter 12: Player Modeling Exemplified
- MiniDungeons turn-based roguelike puzzle game benchmark
- SteamSpy API
- StarCraft Brood War Data Mining Repository
- Awesome Game Datasets
- Affect Game Annotation (AGAIN) Dataset
- Platformer Experience Dataset
- GameVibe Dataset
Part V: The Road Ahead
Chapter 14: Frontiers of AI and Games Research
Chapter 15: Ethics of AI and Games
- AI Principles – 2017 Asilomar conference
- UNESCO Global AI Ethics and Governance Observatory
- AI Act by the European Commission
Resources of the First Edition
Chapter 1: Introduction
- IEEE Transactions on Games
- IEEE Conference on Computational Intelligence and Games
- AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment
- AI Summit at GDC Vault
- Nucl.ai conference
- AIGameDev
- AI and Games YouTube channel
- Game AI Pro book series (including freely available chapters)
Chapter 2: AI Methods
- Weka data mining software
- ECJ: Java-based Evolutionary Computation software
- Preference Learning Toolbox
Chapter 3: Playing Games
- Ms Pac-Man Java-based framework.
Chapter 4: Generating Content
Level Generation
- Unity 3D maze generation
- Platformer level generation framework
- Dungeon and cave generation repository
- Bitmap and tilemap generation
Narrative Generation
- storygen.org repository
- IRIS wiki
Chapter 5: Modeling Players
- Dota 2 data dump from OpenDota
- SteamSpy Dataset
- StarCraft: Brood War repository
- TorchCraft repository
- Platformer Experience Dataset
- Maze-Ball dataset