Featured Highlights

Making Designers Obsolete? Evolution in Game Design
Open Interview February 6th, 2012

Making Designers Obsolete? Evolution in Game Design

In this interview with Paul Tozour we will take a look at his current kickstarter project City Conquest, a tower defense game that breaks off the usual pattern by including an offensive part as well. Yet what we will be covering over this interview won't be the novel mechanics or features but instead we will take a look at the evolutionary process Paul used to tune up the difficult parameters that keep the game ...

Indie Racing AI in THUNDERWHEELS and Physics-based Vehicle Control
Premium Interview December 14th, 2011

Indie Racing AI in THUNDERWHEELS and Physics-based Vehicle ...

Building racing AI is generally difficult, but when the vehicles are physically simulated and the tracks go off-road things are particularly challenging. In this beginner-level interview with Luis Javier Fornero, you'll learn the basics of racing AI using the indie game THUNDERWHEELS as an example. You'll see how the track editor is used to create AI annotations, how that ties into runtime control of the ...

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Insider Discussion February 9th, 2012

Trends and Highlights in Game AI for 2011

Trends and Highlights in Game AI for 2011

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!

Open Tutorial February 2nd, 2012

Fast Pathfinding via Symmetry Breaking

Fast Pathfinding via Symmetry Breaking

In this article Daniel Harabor explains path symmetry: a property of uniform-cost grid maps and other regular search domains which can significantly slow down pathfinding. He describes how symmetry manifests itself and discusses approaches that have been tried to improve performance. Finally, two recent ideas from his doctoral ...

Open Editorial January 27th, 2012

Games of the Year: The 2011 AiGameDev.com Awards ...

Games of the Year: The 2011 AiGameDev.com Awards for Game AI

Every year AiGameDev.com runs its Awards for Game AI, shining the spotlight on the best releases of the past year. There are six different awards, ranging from technology to design and of course overall game of the year. For each, we've included the community vote results as well as the editor's choice.

Premium Masterclass Jan 25th, 2012

How to Avoid Common Performance Pitfalls When ...

How to Avoid Common Performance Pitfalls When Programming Gameplay and AI

Gone are the days of games with small level maps and a handful of NPCs. As games become more complex the requirements placed on the AI systems also grows significantly larger. Furthermore, AI techniques are increasingly being used in many other parts of the game engine, and the high levels of indirection that are common in AI code can be ...

Premium Interview January 9th, 2012

Combat Bots in SECTION 8: PREJUDICE and ...

Combat Bots in SECTION 8: PREJUDICE and Utility-Based Tactics

SECTION 8: PREJUDICE is an exciting and fast-pace FPS, with a strategic twist given the history of TimeGate Studios. The bots in the game are some of the most adaptive and challenging shipped in a game this year! In this interview with Denis Papp (CTO), you'll find out everything about the AI in the game, from their low-level ...

Insider Tutorial October 20th, 2011

Effective Cover Selection Design using Interactive ...

Effective Cover Selection Design using Interactive Editing

Position picking and cover selection can be one of the trickiest problems of modern action/combat games. There are many design and technical solutions to this, but one of the most important things to get right is the workflow. In this video tutorial you'll learn how interactive tools can help reduce your turn-around time in tuning a ...


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