Lectures

Click on a lecture to see the recommended reading for that day. In addition, you can download the slides and any demo code. We do not record lectures in this course. You are expected to attend in order to learn the material.

22. Strategic Planning

Returning to our lectures on AI, we move away from simulating individual characters and talk about how we would simulate another player. This is the AI that is necessary for complex strategy games.    Details ›

March 25, 2026 slides no demos

20. Sensing & Perception

Sensing is the most expensive part of the sense-think-act cycle. In this lecture we show how to optimize this part of the process, so that we can increase the complexity of our NPC behavior.    Details ›

March 23, 2026 no slides no demos

19. Character Behavior

When people think about game AI, character behavior is the thing that they usually think of first. How do we control NPCs to move and act without any input?    Details ›

March 20, 2026 slides demos

21. Level Design

While we still have more to talk about with regards to game AI, we need to take a quick detour to talk again about design. With alpha release around the corner, we need to talk about how we do proper level design.    Details ›

March 18, 2026 slides no demos

18. Pathfinding

We start our sequence of AI lectures talking about pathfinding. This is the process of using AI algorithms to move your game characters about the terrain.    Details ›

March 13, 2026 slides no demos