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Misbehaving Robots in Procedural Levels in BIONIC DUES
Premium Interview October 17th, 2014

Misbehaving Robots in Procedural Levels in BIONIC DUES

Most designers strive to build enemies that don't exhibit AI bugs, but in Arcen Games' BIONIC DUES, it's the opposite! Individual AI quirks are exposed and combined together for each of the enemy robots, adding puzzle-style gameplay into this rogue-like. In this mini-interview, learn some of the insights behind the design from Chris Park, and how it combines with the procedural level generation.

Steering-based Space Combat & Grand Simulation AI in THE LAST FEDERATION
Premium Interview October 13th, 2014

Steering-based Space Combat & Grand Simulation AI in THE LAST ...

Discover the design techniques and technology behind Arcen's most recent game, The Last Federation. You'll see how the space combat was built around steering behaviors and why design tricks were necessary to make the combat interesting. Also, you'll see how the combat scenarios are generated, and at the high-level the design and implementation of the grand simulation and AI for each of the factions in a complex ...

Last Federation, 1849, Europa Universalis and Deep Player Predictions
Insider Newsletter October 8th, 2014

Last Federation, 1849, Europa Universalis and Deep Player Predictions

Join our upcoming broadcasts live this Autumn, listen to advice for new research students, and see some great visualizations screenshots from around the web.

ACME Corporation’s Detailed Guide to Explosive Game AI Research
Insider Masterclass October 7th, 2014

ACME Corporation’s Detailed Guide to Explosive Game AI Research

A masterclass for new research students in the field of Game AI. What's the state of the art in the various fields of applied AI in games, and how do you identify/approach research opportunities? In particular, you'll learn about Character Behavior, Intelligent Games, Design Tools, Hardware Devices and Game Analytics. Make sure you're at least as prepared as Wile E. Coyote for explosive research!

Board Game AI and Heuristic Pruning for LORDS OF WAR
Premium Interview September 16th, 2014

Board Game AI and Heuristic Pruning for LORDS OF WAR

What are the challenges applying Monte-Carlo Tree Search to a board game? In this interview with Nick Sephton, you'll hear about a game called LORDS OF WAR and how MCTS was applied to select which card or move should be played. In particular, you'll hear about heuristic pruning and its benefits for reducing the branching factor and how it improved performance. For those interested in multi-threading and ...