Latest Articles
Open Coverage
May 11th, 2012
This week, the world's leading researchers in the field of Game AI have gathered in Schloss Dagstuhl in Germany, to consider future applications and what needs to be done to bring those ideas to life. Representatives from industry were in a minority, but that's why AiGameDev.com was there to balance things out!
Open Access
May 9th, 2012
In this interview with David Rosen from Wolfire Games we will take a look at the awesome procedural and physics based animations in the upcoming game OVERGROWTH. Learn how humanoid rabbits, wolves and other animals battle it out Kung-Fu style.
Premium Access
May 3rd, 2012
Cover selection sounds easy to implement, but in practice can be one of the most problematic features of modern AI. How can your AI find sensible hiding spots and make sure they remain good places to hide? In this tutorial, you'll find out about finding cover in general and how to make sure the code runs efficiently — including ...
Premium Interview
April 25th, 2012
Building vehicles AI and combat between two large opposing forces are two of the biggest challenges in game AI. This interview with John Gibson will focus on the challenges of bringing a multitude of AI soliders to life in RED ORCHESTRA 2, a WW2 shooter known for realistic combat. Discover how a behavior tree was used to coordinate the ...
Insider Tutorial
February 26th, 2012
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 ...
Insider Discussion
February 9th, 2012
What were some of the most important moments of 2011 for artificial intelligence in games? Which trends developed over the year, and how do they affect you? Join our editor-in-chief Alex Champandard for his summary of the year and predictions of what's to come!
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