BLOG POSTS

Making Designers Obsolete? Evolution in Game Design
Open Interview February 6th, 2012

Making Designers Obsolete? Evolution in Game Design

In this interview with Paul Tozour we will take a look at his current kickstarter project City Conquest, a tower defense game that breaks off the usual pattern by including an offensive part as well. Yet what we will be covering over this interview won't be the novel mechanics or features but instead we will take a look at the evolutionary process Paul used to tune up the difficult parameters that keep the game ...

  • Open Tutorial
    February 2nd, 2012

    Fast Pathfinding via Symmetry Breaking

    In this article Daniel Harabor explains path symmetry: a property of uniform-cost grid maps and other regular search domains which can significantly slow down pathfinding. He describes how symmetry manifests itself and discusses approaches that have been tried to improve performance. Finally, two recent ideas from his doctoral research are outlined: Rectangular Symmetry Reduction (RSR) and Jump Point Search (JPS). Both are optimality-preserving techniques that explicitly identify and eliminate symmetry in order to speed up pathfinding by an order of magnitude and more. Their strengths, weaknesses are discussed as well as observed performance on two popular video-game benchmarks.

  • Open Editorial
    January 27th, 2012

    Games of the Year: The 2011 AiGameDev.com Awards for Game AI

    Every year AiGameDev.com runs its Awards for Game AI, shining the spotlight on the best releases of the past year. There are six different awards, ranging from technology to design and of course overall game of the year. For each, we've included the community vote results as well as the editor's choice.

  • Open Tutorial
    October 13th, 2011

    Visualization of AI and Gameplay: 5 Useful Examples in Practice

    In two weeks, we'll be releasing some exciting demos that have been in the pipeline and we thought it'd be a great opportunity to share some of the techniques we learned during development. This video tutorial in particular looks into some of the visualizations we built for one of our demos, called RUSHING BASES — including the area map, the hierarchical graph, the navigation view and the influence map.

  • Open Upcoming
    September 7th, 2011

    Storytelling and Games Conference (Coming Soon): Interweaving Technology and Art

    Storytelling and games have a strange relationship. On the one hand, interminable cut-scenes can distract from gameplay and rigid storylines can constrain it. On the other hand, without some kind of narrative context, most games would be abstract and meaningless, and in the best of games characters and storylines add an immense amount to the experience.

  • Open Coverage
    August 5th, 2011

    Paris Game/AI Conference '11: Highlights, Photos & Slides

    The Paris Game/AI Conference 2011 that took place last month represented a turning point for the field of artificial intelligence in game development. While Game AI has traditionally been associated with non-player character behavior and occasionally opponent strategy, this was the first conference to showcase the newly found breadth of the field — from procedural generation to experience management, including data-mining and physics-based motion.

  • Open News
    July 10th, 2011

    SimplePath for Unity: Post-Mortem Releasing a Scripting Package in the Asset Store

    One month ago, I released a software product called "SimplePath" on the Unity Asset Store. SimplePath is a pathfinding middleware for the Unity game engine, which I recently started using after leaving my full-time job as an AI Programmer at Nihilistic Software, a company focused on the console gaming market. I had never released a piece of software on my own, and I noticed the Unity community's desire for a pathfinding software, so I felt like this was a good opportunity to see what it's like to self-release a small scale product.

  • Open Review
    June 13th, 2011

    Suggested Pre-Conference Reading and Live Broadcast from Paris!

    In slightly over a week, the game development and artificial intelligence community will descend upon Paris for this year's annual Game/AI Conference 2011! Whether or not you can make it, here's a list of related research from around the web, our very own blog, and the PREMIUM area, to help you prepare for the onslaught of content. :-)


INSIDER FEATURES

Trends and Highlights in Game AI for 2011
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!

  • Insider Interview
    May 6th, 2010

    Grand Strategy and Political Simulation in EUROPA UNIVERSALIS 3 with Henrik Fåhraeus

    Over the years, Paradox Entertainment has built a reputation for the historical accuracy and the detail of the simulation in its grand strategy games, such as the EUROPA UNIVERSALIS and HEARTS OF IRON series. In games of this scale and detail, how is the AI built compared to other RTS-style AI?