The characters of computer games. Behavior. Artificial intelligence. Acting. Simulator. Controllers. Observation. Simulated observation. Partial observability. The predictor percepts. Reaction. Definition of reactive controller. Simple functions of percepts. Reactive production rules. Decision trees. Logical reasoning. Remembering. Memory percepts. Maintenance of beliefs. Variables of mental status. Stochastic controllers. Search. Discrete tag games. Controllers that use search. Search forward. Continuous search domains. Responsive search. Planning actions with general objectives. Simulation of learning. Stimulated learning. Debugging games, large libraries, generic trees in C ++, weak references and prime facilities, a system for managing parts of the game. Mersenne Twister and information from the camera. Troubleshooting accuracy, using covariance matrix for a better fitting of border objects. Algorithms for combat, simulating the physics of vehicles under the conditions of CPU limitations, restrictions in the dynamics of a rigid body, interactive water surface. Optical navigation by a third party, the use of AI to achieve dramatic effects, making decisions based on the NPC. Efficient MMP storage, application of parallel state of machines in a client-server environment, packing bits, time and consistency management in the MMORPG based on several servers. Introduction to OpenAL, dynamic variables, audio programming.