May 9th, 2013
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 ...
April 30th, 2013
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 ...
April 30th, 2013
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.
April 15th, 2013
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 ...
March 8th, 2013
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.
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 ...