BLOG POSTS

StoryBricks: The Future of User-Driven Narrative is At Stake
Open Interview May 22nd, 2012

StoryBricks: The Future of User-Driven Narrative is At Stake

StoryBricks is a fascinating project that aims to democratize traditional role-playing games, helping users easily specify behavior for living entities in the world, then share their creations with other players. As you may suspect, the AI challenges to pull this off are incredible — on the scale of a mainstream title like THE SIMS 3 with the risk of innovative indie games like FAÇADE.

  • Open Teaser
    May 21st, 2012

    EA Investing in the Next-Generation with Proceduralism Post-SSX

    Procedural generation techniques have been used cautiously by AAA developers, primarily to generate minor cosmetic details or randomize the assembly of pre-built blocks. However, EA's snowboarding game SSX took a huge bet with procedural generation, and these ideas helped generate hundreds of tracks rather than dozens. Electronic Arts is now taking these ideas further on un-announced titles too.

  • Open Interview
    May 14th, 2012

    Planting the Seeds of AI in Open-Source RTS 0 A.D.

    In this interview with Jonathan Waller we talk about his work on the enemy AI in 0AD - an open source game inspired by the Age of Empires series. Learn how the AI picks spots for buildings and how a path finder is used to select building sites for defensive buildings.

  • Open Coverage
    May 11th, 2012

    Monte-Carlo Tree Search and the Dagstuhl Seminar

    This week, the world's leading researchers in the field of Game AI have gathered in Schloss Dagstuhl in Germany, to consider future applications and what needs to be done to bring those ideas to life. Representatives from industry were in a minority, but that's why AiGameDev.com was there to balance things out!

  • Open Access
    May 9th, 2012

    Hybrid Procedural and Physics-based Animation in OVERGROWTH

    In this interview with David Rosen from Wolfire Games we will take a look at the awesome procedural and physics based animations in the upcoming game OVERGROWTH. Learn how humanoid rabbits, wolves and other animals battle it out Kung-Fu style.

  • Open Teaser
    April 30th, 2012

    Velocity Obstacle Algorithms and Locomotion Integration

    Over the past 12 to 18 months, collision avoidance algorithms based on velocity obstacles such as ORCA and RVO have seen a dramatic increase in adoption — in particular thanks to titles like CRYSIS 2, SPACE MARINE, and RESISTANCE 3 leading the way. This move has increased the quality of in-game characters, but many questions still remain open...

  • Open Teaser
    April 23rd, 2012

    Beyond Terrain Generation: Bringing Worlds in DWARF FORTRESS to Life

    When you use traditional terrain generation algorithms, the results you get are mostly lifeless. Throwing in a few chicken here and there helps, but it doesn't give you that fascinating world to explore with its own history where everything you see has a reason. DWARF FORTRESS gets around this issue and brings its worlds to life via simulation...

  • Open Teaser
    April 18th, 2012

    Invitation to the Vienna AI Conference

    Have you heard about Vienna? The capitol of Austria and former grand capital of the Austro-Hungarian empire? Rated one of the cities with the highest quality of life in the world? From culture to cuisine to history - Vienna offers something for everyone. Our team here at AiGameDev.com is proud to add another good reason to visit Vienna: The Vienna Game Ai Conference 2012


INSIDER FEATURES

Understanding the Second-Generation of Behavior Trees – #AltDevConf
Insider Tutorial February 26th, 2012

Understanding the Second-Generation of Behavior Trees – ...

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 second-generation behavior trees as they are currently used in games — and ...

  • Insider Discussion
    February 9th, 2012

    Trends and Highlights in Game AI for 2011

    What were some of the most important moments of 2011 for artificial intelligence in games? Which trends developed over the year, and how do they affect you? Join our editor-in-chief Alex Champandard for his summary of the year and predictions of what's to come!

  • Insider Tutorial
    October 20th, 2011

    Effective Cover Selection Design using Interactive Editing

    Position picking and cover selection can be one of the trickiest problems of modern action/combat games. There are many design and technical solutions to this, but one of the most important things to get right is the workflow. In this video tutorial you'll learn how interactive tools can help reduce your turn-around time in tuning a cover selection algorithm.

  • Insider Discussion
    September 26th, 2011

    Bug Hunting: Understanding AI Architecture with Epic Failures

    Modern games feature very complex AI, and it's no secret that the systems break down when subject to the combination of ambitious designers and creative players. YouTube and other social media channels are full of bugs captured from even the most recent games. Looking at these bugs is not only instructive, but can provide unique insights into the implementation itself!

  • Insider Interview
    September 2nd, 2011

    Time-Travelling RTS AI in ACHRON from Determinism to Low-Memory Budgets

    ACHRON is the world's first meta-time strategy game where players and units can jump to and play at different times simultaneously and independently. The game has been in development for many years, but due to the huge challenges and computational requirements needed to simulate the game at multiple points in time, it was only recently announced during the Experimental Gameplay session at GDC.

  • Insider Coverage
    April 5th, 2011

    AI Summit '11: Slides, Notes, Takeway and Photos

    This year, the GDC celebrated its 25th edition and as such, there were many presentations looking back at classic games as well as reflective sessions from familiar faces. Though the AI Summit was only in its third year it also had the same feeling to it. The line-up combined post-mortems, showcases and tutorials of established ideas and technologies, along with rants and dicussion panels from regular speakers. If anything, this gave the impression that the AI community settled into a "groove" — having little or no trouble solving design and engineering problems as they come up. For instance, the session on "Pathfinding is Not Yet a Solved Problem" showed three developers solve all the issues on their games in very convincing and reproducible ways.

  • Insider Discussion
    October 30th, 2010

    Halloween Special: Zombie AI That's Not Brain Dead

    You might think of zombies as not requiring a very big brain of their own, but you'd be wrong! As Valve quickly found out on LEFT 4 DEAD, getting a zombie to be able to reach the player anywhere in the map is quite a navigation problem... and that's just the start. What better time than Halloween to look into the challenges and future of zombie AI.

  • Insider Interview
    August 11th, 2010

    Animating Game Characters with Havok Behavior

    Over the past decade, blend trees have established themselves in the games industry as a reliable and flexible technique for animating game characters. However, it can take a lot of development time to build up an efficient runtime and powerful toolset, and obviously middleware companies are stepping up!