Featured Highlights

Delayed-Attached Dynamic Obstacles and Graph Optimizations in PathEngine
Open Article May 7th, 2013

Delayed-Attached Dynamic Obstacles and Graph Optimizations ...

The most common — and arguably most important — trick for optimizing search algorithms is reducing the size of the graph. If you can search a small one, why not do that? For pathfinding, this has lead to many techniques for better triangulating navigation meshes, reducing the number of nodes without compromising path quality or validity.

Building Heroes of Newerth Bots for Training and Competition
Premium Interview May 14th, 2013

Building Heroes of Newerth Bots for Training and Competition

Competitive bots are becoming increasingly important for MOBA-style games, helping provide a friendly environment for practice as well as a smooth learning curve. In this interview with AI Programmer Paul Dziazio, you'll find out how the default bots were implemented in Lua, details of the API, debug visualizations, and lessons learned from the process.

Latest Articles

Premium Interview May 9th, 2013

Constraint Satisfaction from Theory To Practice ...

Constraint Satisfaction from Theory To Practice (Rogue-Like Level Population)

Did you know you could build a constraint propagator in a weekend? You could use it for many things, including populating levels based on specific designer constraints! This tutorial with Leif Foged and Ian Horswill will elucidate the topic, with underlying algorithms or tips and tricks for successfully applying constraint satisfaction to ...

Open Coverage April 30th, 2013

Capture The Flag AI Competition: Results and ...

Capture The Flag AI Competition: Results and Source Release

During three months, starting mid-November 2012 and ending mid-February 2013, AiGameDev.com ran an AI Competition called Capture The Flag. We had rather ambitious goals for CTF, designing it to be more practical than academic competitions and more relevant than hobbyist contests. In the end, after many long hours of work by the many ...

Insider Interview April 30th, 2013

The CTF Winners' Secrets

The CTF Winners' Secrets

Our Capture The Flag Competition over at AiSandbox.com saw a couple of fierce and exciting battles. We have asked our top scorers Alexander Shafranov, Traffic Jam, and Thomas Dupuis to share with us what they thought their commander is particularly good at. Here is what they have told us.

Premium Interview April 15th, 2013

Combining Dialog Authorship & Crowd-Sourcing with ...

Combining Dialog Authorship & Crowd-Sourcing with CleverScript Chatbots

How can chatbot technology can bridge the gap between meticulously authored signal-response dialog and more improvisational chatting based on crowd source data? Learn about the kind of algorithms and technology that's necessary to pull off real-time search in text databases of millions of entries at runtime on a mobile device, drawing ...

Open Review March 8th, 2013

Planning in Games: An Overview and Lessons Learned

Planning in Games: An Overview and Lessons Learned

This article and its accompanying video digs into the history of planning in games, looks at games that use planning as well as related techniques that have had a notable impact, and presents the biggest lessons we've learned as a result.

Insider Tutorial February 26th, 2012

Understanding the Second-Generation of Behavior ...

Understanding the Second-Generation of Behavior Trees – #AltDevConf

This video tutorial provides the most comprehensive overview of the implementation of behavior trees to date. Since their incremental evolution into the games industry ~8 years ago, a lot has changed and there are clear trends in their uses and applications in commercial games. You'll learn the key principles behind first- and ...


  • SpirOps AI
  • PathEngine
  • Havok