AI to Control Pacing in Games, Artificial Intelligence, Interactivity, and Immersive Environments: 2nd Annual Game Development Workshop, University of Texas at Austin, August 2003.
Technical Articles
Creating Designer Tunable AI, AI Game Programming Wisdom 4, editor Steve Rabin, Charles River Media, February 2008.
Peer-to-Peer Distributed Agent Processing, AI Game Programming Wisdom 4, editor Steve Rabin, Charles River Media, February 2008.
Automatic Cover Finding Using Navigation Meshes, Game Programming Gems 5, editor Kim Pallister, Charles River Media, March 2005.
Narrative Combat: Using AI to enhance tension in an Action Game, Game Programming Gems 4, editor Andrew Kirmse, Charles River Media, March 2004.
Creating an Audio Scripting System, Game Programming Gems 4, editor Andrew Kirmse, Charles River Media, March 2004.
Production/Design Articles
Building Simulations, a five part series featured on Gamasutra: