Editorial

Chasing Strawmen Out of Game AI Research

The call for papers for the AIIDE ‘08 conference has just expired. This year I’m on the Program Committee, so today I got my hands on four papers to review based on my selected topics. There are some pretty great research projects this year…
However, I find the opening paragraphs that describe the motivation […]

NaturalMotion's euphoria Technology: The Honeymoon is Over

euphoria, a physics-based animation system capable of synthesizing motion dynamically, has been getting a lot of attention recently. The gaming press in particular seems to have sunk to the level of screeching groupies. So, in the interest of providing you with balanced coverage, here’s a more technical (and possibly a little cynical) review […]

Top 5 Trends and Predictions for Game AI in 2008

The topic for the developer discussion two weeks ago was What Trends in Game AI Do You Anticipate for 2008?. Here’s a quick summary of the including comments and personal opinions, as well as tips to help you make the most of 2008.
The first few predictions cover the AAA games industry and how AI […]

Watching Level Designers Use Scripts to Disable Your Autonomous AI: Priceless

You’ve been building an autonomous AI to improve the gameplay on your next-gen title and everything is finally falling into place:

Bachelor’s degree and master’s research in AI, 4 years.
Two AAA titles of experience (plus prototypes), 5 years.
Revamping of the AI architecture with new features, 2 years.
Watching designers disable the AI with scripts, timeless!

“There are […]

Game AI: Beauty and the Beast

Game AI has come a long way, but yet it’s still far off from meeting our expectations — despite the fact that developers “cheat.” It turns out the process of building AI for games is no easier than building traditional AI decision-making and control systems. What’s the problem and what’s next for game AI?

Game AI Character