
Artificial Intelligence for Game Development
By Theo RivenLength4h 41m
About this audiobook
Create smarter, more engaging games with the power of artificial intelligence.
Artificial Intelligence for Game Development is a practical guide for aspiring game developers, indie creators, students, and programmers who want to understand how AI brings games to life. From smarter NPC behavior to dynamic worlds and adaptive gameplay, this book explains the core ideas behind game AI in a clear, hands-on way.
Readers will explore game AI fundamentals, movement and steering behaviors, pathfinding, decision-making systems, behavior trees, state machines, procedural generation, player modeling, and real-world design techniques used to create immersive gameplay experiences.
Whether you are building your first prototype or improving an existing game project, this book gives you the knowledge to design more intelligent, responsive, and exciting game systems.
Audiobook details
GenreTechnology
Length4 hrs 41 mins
Narrated byListen with 1,000+ voices
FormateBook with Audio
Publish dateJun 12, 2026
LanguageEnglish
Table of contents
1Chapter 1: Introduction to AI in Game Development
2What is Game AI? Myths vs. Reality
3History of AI in Gaming: From Pac-Man to Modern Titles
4Tools and Engines Overview: Unity, Unreal, Godot
5Setting Up Your Development Environment
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6First Project: Simple AI Movement Prototype
7Why AI Matters for Indie and AAA Developers
8Summary of Key Takeaways
9Exercises and Challenges
10Chapter 2: Foundations of Game AI Programming
11Core Programming Principles for AI (Variables, Loops, Conditionals)
12Representing Game Worlds: Grids, Graphs, and Vectors
13Sensing and Perception in Games
14Basic Agent Architecture
15Debugging Common Beginner AI Pitfalls
16Summary of Key Takeaways
17Exercises and Challenges
18Chapter 3: Movement and Steering Behaviors
19Kinematics and Physics Basics for Movement
20Steering Behaviors: Seek, Flee, Wander, and Arrival
21Obstacle Avoidance Techniques
22Flocking and Formation Movement
23Project: Implementing Steering in a 2D Chase Game
24Performance Tips for Smooth Motion
25Summary of Key Takeaways
26Exercises and Challenges
27Chapter 4: Pathfinding Algorithms: Finding the Way
28Breadth-First and Depth-First Search
29A* Algorithm: Heuristics and Implementation
30Dijkstra's and Hierarchical Pathfinding
31Dynamic Pathfinding for Changing Worlds
32Hands-On: Building a Maze-Solving AI Bot
33Integrating Pathfinding with Game Engines
34Summary of Key Takeaways
35Exercises and Challenges
36Chapter 5: Decision-Making Basics: State Machines and Trees
37Finite State Machines (FSM): Design and Transitions
38Hierarchical FSM for Complex Behaviors
39Introduction to Behavior Trees
40Sensory Inputs and Triggers
41Project: AI Guard with Patrol and Alert States
42Transitioning from Simple to Reactive AI
43Summary of Key Takeaways
44Exercises and Challenges
45Chapter 6: Advanced Decision Systems: Utilities and Planning
46Utility-Based AI: Scoring and Selection
47Goal-Oriented Action Planning (GOAP)
48Influence Maps for Tactical Decisions
49Handling Uncertainty and Randomness
50Hands-On: Strategic Combat AI in a Turn-Based Game