- Automated AI Testing: Simple tests will save you time, Malte Skarupke
- Efficient, Event-Based Simulations, Rez Graham
- Gearing the Tactics Genre: Simultaneous AI Actions in *Gears Tactics,* Matthias Siemonsmeier
- Knowledge is Power, an Overview of AI Knowledge Representation in Games, Daniel Brewer
- Taming Spatial Queries – Tips for Natural Position Selection, Eric Johnson
- Flooding the Influence Map for Chase in *Dishonored 2,* Laurent Couvidou
- Managing Pacing in Procedural Levels in *Warframe,* Daniel Brewer
- Cinematic Gameplay in Watchdogs 2: Pose Matching and AI Coordination, Christopher Dragert
- Obstacle avoidance for robots of multiple sizes and forms in *Horizon Zero Dawn,* Carles Ros Martínez
- AI-Driven Autoplay Agents for Prelaunch Game Tuning, Igor Borovikov
- You had me at 'AAAAHHH' - On the importance of reactions in game AI, Sergio Ocio Barriales
- Squad Coordination in *Days Gone,* Tobias Karlsson
- Template Tricks for Data-Driven Behavior Trees, Anthony Francis
- Planning Movement on Player-Modifiable Maps, Jurie Horneman
- Should STL containers be used in game engines?, Jiri Holba
- Open-world Enemy AI in Mafia III, Jiri Holba and Gael Huber
- Game Balancing using Genetic Algorithms to Generate Player Agents, Kazuko Manabe and Youichiro Miyake