Download most of the slides from the nucl.ai Conference 2015, as PDF format — including all the main amphitheatre talks over three days. These are available for ULTIMATE members, and as a time-limited bonus for PREMIUM members.
Building PvP AI for bots is surprisingly different from building PvE enemies. In this interview with Troy Humphreys, you'll hear about some of the underlying technology behind Turtle Rock's competitive shooter, including the navigation mesh that supports monsters and traversal logic. You'll also hear Troy share design insights from development, including the creation of behavior trees.
Building open-world AI that scales from large numbers of simple zombies to more intelligent bosses is an interesting challenge! This interview with Maciej Kurowski from Techland, covers the Hierarchical Task Network behind the game's AI. In particular, how it's connected to the sensory system, the networking of plans, why in-place planning was used, and how traversal works in the world.
You can now access the AiGameDev.com repositories on GitHub. These are used to various prototypes, libraries and other source code relating to your membership and upcoming conferences. Here's how it works...
Keen to experiment with coordinated search? The source code for the coordinated search tutorial is now available, along with bonus access to The AI Sandbox. You'll find a simple tactical pathfinder as well as a corridor map implementation, written in Python with extensive comments.