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    <title>Game-AI on Coyote Time</title>
    <link>https://blog.jonmikeys.com/tags/game-ai/</link>
    <description>Recent content in Game-AI on Coyote Time</description>
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      <title>Part 1: What Tactical Terrain Actually Means</title>
      <link>https://blog.jonmikeys.com/posts/what-tactical-terrain-actually-means/</link>
      <pubDate>Sun, 21 Jun 2026 00:00:00 +0000</pubDate>
      <guid>https://blog.jonmikeys.com/posts/what-tactical-terrain-actually-means/</guid>
      <description>Tactical terrain analysis is the practice of asking what the map makes possible.&#xA;A hill, wall, chokepoint, or dark corner is not automatically useful. It becomes useful when it changes movement, visibility, or risk. That is why terrain analysis matters: it turns the map into data that an AI can evaluate.&#xA;The basic question The core question is simple:&#xA;Which parts of this map give one side an advantage?&#xA;That question is more useful than a hand-authored list of “important” spots.</description>
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      <title>Part 2: When Waypoints Learn About Visibility</title>
      <link>https://blog.jonmikeys.com/posts/when-waypoints-learn-about-visibility/</link>
      <pubDate>Sun, 21 Jun 2026 00:00:00 +0000</pubDate>
      <guid>https://blog.jonmikeys.com/posts/when-waypoints-learn-about-visibility/</guid>
      <description>A waypoint graph is useful for movement. It becomes more valuable when it also models exposure.&#xA;If each node knows what it can see, the graph can answer tactical questions, not just pathfinding questions.&#xA;Visibility is the tactical signal Visibility tells you several things at once:&#xA;whether a position is exposed whether it provides cover whether it is good for attacking from whether a route is safe to travel whether the position is likely to attract return fire That makes visibility one of the strongest signals in tactical AI.</description>
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      <title>Part 3: Influence Maps: Turning the Fight Into a Heatmap</title>
      <link>https://blog.jonmikeys.com/posts/influence-maps-turning-the-fight-into-a-heatmap/</link>
      <pubDate>Sun, 21 Jun 2026 00:00:00 +0000</pubDate>
      <guid>https://blog.jonmikeys.com/posts/influence-maps-turning-the-fight-into-a-heatmap/</guid>
      <description>Visibility tells you whether a place can be seen.&#xA;Influence maps tell you how much pressure exists there.&#xA;That difference matters. A position can be visible without being dangerous, and dangerous without being fully visible. Influence maps help estimate the shape of the fight instead of only the geometry of the map.&#xA;What an influence map is An influence map is a grid layered over the terrain. Each cell stores a value that represents power, danger, control, or importance.</description>
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      <title>Part 4: Spatial Databases for Tactical AI</title>
      <link>https://blog.jonmikeys.com/posts/spatial-databases-for-tactical-ai/</link>
      <pubDate>Sun, 21 Jun 2026 00:00:00 +0000</pubDate>
      <guid>https://blog.jonmikeys.com/posts/spatial-databases-for-tactical-ai/</guid>
      <description>A single tactical score is easy to compute and hard to trust.&#xA;A layered spatial database is easier to debug because each layer answers one question.&#xA;Why layers matter A tactical AI usually needs more than one kind of spatial information.&#xA;One layer can describe visibility. Another can describe cover. Another can describe occupancy or line of fire. Keeping those signals separate makes the system easier to reason about.&#xA;That is the main idea behind the spatial database in the lecture: represent the map as a stack of tactical views.</description>
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    <item>
      <title>Part 5: A Practical Tactical Awareness System, Starting Small</title>
      <link>https://blog.jonmikeys.com/posts/practical-tactical-awareness-system-starting-small/</link>
      <pubDate>Sun, 21 Jun 2026 00:00:00 +0000</pubDate>
      <guid>https://blog.jonmikeys.com/posts/practical-tactical-awareness-system-starting-small/</guid>
      <description>A tactical awareness system should start small.&#xA;The first version does not need to model everything. It needs to answer one or two useful questions clearly.&#xA;Start with one signal The first step is to pick one tactical signal that is easy to measure.&#xA;Good candidates are:&#xA;visibility cover a small penalty for exposed paths The point is not completeness. The point is to get a result that changes behavior in a useful way.</description>
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    <item>
      <title>Using Jev for Game AI: Typed Decisions for GOAP</title>
      <link>https://blog.jonmikeys.com/posts/using-jev-for-game-ai-typed-decisions-for-goap/</link>
      <pubDate>Tue, 29 Sep 2026 00:00:00 +0000</pubDate>
      <guid>https://blog.jonmikeys.com/posts/using-jev-for-game-ai-typed-decisions-for-goap/</guid>
      <description>A practical guide to Jev&amp;rsquo;s decision types, the OpenRouter Decisions API, and using a typed choice to select an eligible GOAP goal.</description>
    </item>
    <item>
      <title>Octrees for Faster 3D Pathfinding</title>
      <link>https://blog.jonmikeys.com/posts/octrees-for-faster-3d-pathfinding/</link>
      <pubDate>Thu, 17 Sep 2026 00:00:00 +0000</pubDate>
      <guid>https://blog.jonmikeys.com/posts/octrees-for-faster-3d-pathfinding/</guid>
      <description>Build a smaller 3D navigation graph by giving open space large octree cells and reserving fine detail for obstacles, then run A* over the free leaves.</description>
    </item>
    <item>
      <title>A* Pathfinding: A Practical Guide for Game Developers</title>
      <link>https://blog.jonmikeys.com/posts/astar-pathfinding/</link>
      <pubDate>Sun, 21 Jun 2026 00:00:00 +0000</pubDate>
      <guid>https://blog.jonmikeys.com/posts/astar-pathfinding/</guid>
      <description>A practical explanation of A* pathfinding, why it works, and how to use it in game projects.</description>
    </item>
    <item>
      <title>Behavior Trees: A Cleaner Way to Organize Game AI</title>
      <link>https://blog.jonmikeys.com/posts/behavior-trees-for-game-ai/</link>
      <pubDate>Sun, 21 Jun 2026 00:00:00 +0000</pubDate>
      <guid>https://blog.jonmikeys.com/posts/behavior-trees-for-game-ai/</guid>
      <description>A practical introduction to behavior trees, how they work, and when they are a better fit than state machines.</description>
    </item>
    <item>
      <title>Blackboard Architecture for Game AI: Shared State Without the Mess</title>
      <link>https://blog.jonmikeys.com/posts/blackboard-architecture-for-game-ai/</link>
      <pubDate>Sun, 21 Jun 2026 00:00:00 +0000</pubDate>
      <guid>https://blog.jonmikeys.com/posts/blackboard-architecture-for-game-ai/</guid>
      <description>A practical explanation of blackboard architecture for game AI, why it exists, and how it helps behavior trees and GOAP share state cleanly.</description>
    </item>
    <item>
      <title>GOAP for Game AI: Let Actions Build the Plan</title>
      <link>https://blog.jonmikeys.com/posts/goap-for-game-ai/</link>
      <pubDate>Sun, 21 Jun 2026 00:00:00 +0000</pubDate>
      <guid>https://blog.jonmikeys.com/posts/goap-for-game-ai/</guid>
      <description>An introduction to GOAP, how it differs from behavior trees and FSMs, and how to use it in game AI.</description>
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