Here are some recent links from around the web, relating to artificial intelligence in computer games. If you have any other tips, feel free to post them in the comments or submit them here!
PS3 Is Worse for AI
Don Dini picked up on an interview with Ubisoft developers who claim that the XBox360 is just better at AI. In practice, many developers have noticed how Microsoft’s console is better suited to game logic and pretty much anything with indirection (e.g. conditional jumps, virtual function calls, etc.).
Assuming they using a large switch statement, Don points developers towards modern planning techniques. It should certainly help performance on Sony’s console, but planners also take advantage of the Xenon processor’s branch prediction, so the original point is still open for debate.
PS3 No good for AI, eh?, dinikoto.com
Python API for AI Scripts
Tom Hoffman discusses Wesnoth, and it’s AI abilities. The developers have exposed an API for artificial intelligence, and the whole logic is implemented using a Python script. This approach seems to summarize what the average game does for AI these days…
AI Scripting for Wesnoth, tuttlesvc.org
An Approach to AI in Games
The Digital Pensieve has a post with some thoughts on how to approach game AI, thinking about it in terms of gauges, inputs and outputs.
Of Artificial Intelligence in Games, aiwritingfic.livejournal.com
Still a Long Way to Go…
kranix discusses how game AI is improving in terms of intelligence, and the developers are certainly putting in more time, but still has a lot of progress to make. It seems that, in most of these examples of games, the AI is lacking polish the most. Is this a sign of a bad workflow for developing AI?
A radiant bag of hammers, thecityofmegadon.blogspot.com













