I relaunched this site exactly one month ago yesterday, and it’s been quite an amazing time since then. Thanks to all of you for making it possible! (Scroll down for offers and prizes for July, as well as future directions for the site.)
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Entries from June 2007
One Month of AiGameDev.com 2.0
June 30th, 2007 | Announcements | Alex J. Champandard
Game AI Innovation in Fable 2
June 29th, 2007 | Coverage | Alex J. Champandard
During his keynote speech at Apply AI Innovations 2007 conference this week, Peter Molyneux delivered an interactive demo of Fable 2’s dog to an audience of game developers and AI enthusiasts. The dog was introduced at GDC in March this year, but more exclusive details about the dog itself emerged in London — including how the dog’s artificial intelligence works.
How to Build Concurrent Behaviors
June 26th, 2007 | Concurrent AI | Alex J. Champandard
For multiple behaviors to run at the same time, they must not compete over the same resources. In practice, you have two design strategies to ensure that your behaviors work well in parallel. Both of these involve getting the most out of the other modules in the game engine — where possible. […]
What's Most Difficult about Game AI?
June 24th, 2007 | Discussion | Alex J. Champandard
Creating smart actors in general is quite a challenge. Handling the latest generation of hardware and the increased expectations is particularly tough.
But what’s the most difficult from your perspective? Let everyone know what you think is the hardest part about making game AI. Post a comment below!
Using an Event Loop for Responsive AI
June 23rd, 2007 | Programming Tips | Alex J. Champandard
Everything that happens in a virtual world is called an event. It’s represented as a data-structure that contains all the information needed to specify what, why, and who the event happened to. For actors to behave realistically, they must react and potentially adapt to every such piece of information.
An event loop is […]
AI in Game Development: From Good to Great (Part 1)
June 22nd, 2007 | Videos | Alex J. Champandard
Here’s a seven minute teaser video for my talk at Apply AI 2007 this coming Thursday in London.
Most games have good AI these days, and most often they’ll use a hierarchical state machine. But this approach has many challenges…
[…]
Advanced Memory Pooling Strategies for AI
June 21st, 2007 | Programming Tips | Alex J. Champandard
Using the most basic type of memory pooling can improve the performance of your AI engine dramatically. However, your memory usage may not be optimal at first if you have one big memory pool.
Problems arise when pooling AI tasks because of the following:
All tasks are different and they have various sizes in […]

