| Podcast | Slides | Readings |
|---|---|---|
| Goals of Gaming AI | Powerpoint | Chapter 1, 2 |
| Decision Making and Decision Trees | Powerpoint | Chapter 5.1 - 5.2 |
| Finite State Machines | Powerpoint | Chapter 5.3 |
| Hierarchical State Machines | Powerpoint | Chapter 5.3 |
| Probabilistic State Machines | Powerpoint | Chapter 5.3 |
| Fuzzy State Machines | Powerpoint | Chapter 5.5 |
| Behavorior Trees | Powerpoint | Chapter 5.4 |
| Movement and Game Physics; Simple Steering Behaviors | Powerpoint | Chapter 3.1 - 3.4 |
| Complex and Combined Steering Behaviors | Powerpoint | Chapter 3.1 - 3.4, 3.6 |
| Cooperative Movement | Powerpoint | Chapter 3.7 |
| Path Creation | Powerpoint | Chapter 4 |
| Path Planning Algorithms | Powerpoint | Chapter 4 |
| Dynamic Path Planning | Powerpoint | Chapter 4 |
| Tactical Analysis and Influence Maps | Powerpoint | Chapter 6 |
| Terrain Analysis | Powerpoint | Chapter 6 |
| Decision Making with Influence Maps | Powerpoint | Chapter 6 |
| Goal-Oriented Behavior | Powerpoint | Chapter 5.6 |
| Smart Terrain | Powerpoint | Chapter 5.6 |
| Goal-Oriented Action Planning | Powerpoint | Chapter 5.6 |
| Introduction to Learning | Powerpoint | Chapter 7.1 - 7.2 |
| N-Grams and Decision Tree Learning | Powerpoint | Chapter 7.3, 7.6 |
| Board Games and the MinMax algorithm | Powerpoint | Chapter 8 |
| Heurstics for Board Games | Powerpoint | Chapter 8 |
| Natural Language Understanding in Games | Powerpoint |   |
| Off-line Learning and Neural Networks | Powerpoint | Chapter 7.8 |
| AI for Camera Control | Powerpoint |   |
| Event and Sense Management | Powerpoint | Chapter 10 |
| Content Generation for Games | Powerpoint |   |