BLOG POSTS

Planting the Seeds of AI in Open-Source RTS 0 A.D.
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 Tutorial
    May 5th, 2009

    Clearance-based Pathfinding and Hierarchical Annotated A* Search

    In this tutorial written by Daniel Harabor, you'll find out how to deal with different sized units when pathfinding on a grid, for example in a typical real-time strategy (RTS) game with tanks and foot soldiers. Learn how you can deal with this problem elegantly by using the concept of clearance at each point in the map. Daniel also presents his HAA* algorithm, which helps deal with clearance in a hierarchical manner such that the search remains both efficient and accurate.

  • Open Coverage
    April 9th, 2009

    AI Summit Slides, Notes, Highlights and Photos

    The first two days of GDC 2009 featured the inaugural AI Summit, packed with presentations and panels from leading game developers worldwide. The event was a great success, bringing together a mix of AI programmers for a third of the audience, and rest consisted of students, enthusiasts, different types of developers, volunteers, media and other speakers.

  • Open Editorial
    January 31st, 2009

    Designing Survival Behaviors: Inside the Darwinian's Brains with Chris Delay

    These days, it’s becoming much easier to program logic to animate on screen characters. However, that’s only a small part of the challenge of building a game that involves and immerses the player. Actually bringing NPCs to life is something that all AI developers struggle with — and frankly, few succeed…

  • Open Upcoming
    January 18th, 2009

    AiGameDev.com On Tour — San Francisco Launch Party on Tuesday, March 24th

    EDIT: Our Launch Party will take place on Tuesday, March 24th at the Minna Gallery starting at 9:00 P.M. until the early hours of the morning. Be sure to drop by if you’re a reader or Member!

  • Open Interview
    December 11th, 2008

    Applying Evolutionary Algorithms to the Galactic Arms Race

    While AI is playing an increasingly important role in the games industry these days, games entirely based on AI are few and far between. One in particular though, is Neuro-Evolving Robotic Operatives (NERO) which was released in 2005 by Kenneth Stanley and his team at the University of Texas at Austin, and totaled over 100,000 downloads. NERO involved evolving AI bots navigating and fighting in virtual battle grounds.

  • Open Article
    August 29th, 2008

    The Structure of Action Game AI

    In game development, the team working on the AI must be one of the most multi-disciplinary of them all. The artist have to build the objects according to a specification so that the AI can use them, the animators create the most important aspect of non-player characters, the AI is often the most complicated part of the design problem, and the level designers and scripters must understand how the AI works in order to create challenging and robust levels. The programming tasks related to the AI are spread along multiple different specialized programmers too, from animation to tools programmers to gameplay programmers — not to mention the AI programmers themselves.


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 ...