The document discusses various techniques used for artificial intelligence in gaming. It describes how state machines and planning systems are used to simulate human behavior for non-player characters. State machines define a character's states and transitions between states, but have limitations. Planning systems allow characters to work backwards from objectives to determine paths and behaviors. Additional techniques include navigation meshes to guide character movement and online learning from player data. The goal is to improve gaming experiences by making characters seem intelligent through these simulated human behavior methods.