Upcoming Broadcasts

Scaling AI for Open Worlds in Saints Row 4
Insider Broadcast April 30th, 2014

Scaling AI for Open Worlds in Saints Row 4

In this AAA interview, join Aaron Canary for a peek behind the scenes of the AI technology in Saints Row 4, the critically acclaimed open world game. What techniques were required to scale to a large world, and support multiple factions? How were the behaviors of NPCs implemented to support such a diversity in gameplay? Tune in on Thursday at 18:00 UTC (to be confirmed)!

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  • Insider Broadcast
    TO BE SCHEDULED

    Procedural Rogue-Like Generation & AI for Tactical Battles

    In this interview with Chris Park, you'll hear about the design and technology behind Arcen's most recent games: Bionic Dues and The Last Federation. In particular, you'll learn about procedural generation of worlds and levels for rogue-like gameplay, as well as creating simple but memorable AI enemies that create tactical experiences for the player.


Recordings & Replays

Deathmatch AI in Alien Arena and the ACE Bots
Open Broadcast April 17th, 2014

Deathmatch AI in Alien Arena and the ACE Bots

In this live tutorial, you'll learn how the bots in fast-pace deathmatch game Alien Arena are implemented. The code is open source and initially based on Steve Yeager's ACE bot. This broadcast will go over the different aspects of the bot AI, looking at both its architecture and noteworthy features. You'll take away lessons to implement bots into your own arena-style games!

  • Insider Broadcast
    March 30th, 2014

    Coverage, Take-Aways, Analysis and Trends from GDC 2014

    Tune in to this live broadcast for high-level coverage of GDC 2014 sessions, ranging from animation to game programming, and of course AI. More importantly, you'll hear our analysis of the major underlying trends of the event, as they have changed significantly in the past year, and how they affect you and your team.

  • Insider Broadcast
    March 9th, 2014

    Plan-Space Hierarchical Heuristic Search for Planned Assault in ARMA II

    In this interview with William van der Sterren, you'll hear about an Planned Assault: a web-based mission generator for ARMA II that uses a highly specialized planner. The AI that powers the site can generate large scale manoeuvres that involve hundreds of military units such as infantry, air support and armored divisions. This requires significant insights into the planning process that military uses, and lots of AI planning expertize too. Learn about it live!

  • Insider Broadcast
    March 2nd, 2014

    The Evolution Of Planning Applications and Algorithms in AAA Games

    In this interview with Eric Jacopin, one of the leading researchers applying planning to games, you'll hear about the current state of planners in research and what their major pitfalls are if you intend to apply one off-the-shelf to your games. Based on recorded gameplay sessions, you'll also see his analysis of the progression of planners in the games industry since F.E.A.R. to KILLZONE 3 and in TRANSFORMERS: THE FALL OF CYBERTRON, and his insights into the techniques behind the games. Eric will also share his experiences writing a memory efficient planner and his applications to FAR CRY.

  • Insider Broadcast
    February 23rd, 2014

    The Great Behavior Tree Debate (May Include Mild Rants)

    Join Bobby Anguelov and Alex Champandard for an enlightening (and potentially controversial) debate about AI architectures, character design, and behavior trees. The broadcast will cover topics such as building architectures for use from designers, optimization problems and pitfalls, common issues and solutions with behavior trees, and many more topics that (WARNING) may turn into mild rants.

  • Insider Broadcast
    February 6th, 2014

    The Technology Behind Versu: A Simulationist Storytelling System

    This interview with Richard Evans (to be scheduled) will dig into Versu's text-based interactive dramas. You'll learn how the simulation models social practices as a way to coordinate between multiple agents, implemented using reactive joint plans. You'll see how this enables purposeful deliberative behavior while not taking away control from any of the characters in the simulation.

  • Insider Broadcast
    January 23rd, 2014

    A Diplomatic Analysis of the AI in Civ4's SDK

    How would you create an AI for a strategy game with a layer of diplomacy? In this tutorial in case-study style, you'll see the AI behind Firaxis' classic, Civilization 4. Digging into the SDK reveals some insights on how to structure the code, as well as specific tips on programming techniques.
  • Open Broadcast
    December 20th, 2013

    Sneak Preview and Q&A for The AI Sandbox™ Community Alpha

    In this live-only broadcast about The AI Sandbox's community alpha, you'll hear about the plan behind the project, the technology underlying current builds and its motivation, as well as our vision for upcoming iterations. Questions are also very welcome whether you're already in the program or not yet!

  • Insider Broadcast
    December 12th, 2013

    Starcraft AI from Build Orders to Unit Micro-Management

    This interview with Dave Churchill will cover his Starcraft Competition winning entry known as UAlberta Bot. In particular, you'll hear about a real-time solver that can determine near-optimal build orders given specific goals. You'll also learn about different ways to do large scale unit battle management of units (from UCT to greedy search), and the efficient simulator required to make this work.

  • Insider Broadcast
    December 5th, 2013

    Dig Into AI: Coordinating Search Procedures

    This tutorial will cover how to write AI to coordinate a search procedure among multiple characters. Find out simple algorithms you can write to search building-style levels effectively, as well as more advanced techniques you'll need to make it convincing.

  • Insider Broadcast
    November 28th, 2013

    AI in FORCED: Building Enemies for Tactical Arenas

    How does a small team of two programmers embrace change and build an AI that's fun to play against? In this interview with the technical team at BetaDwarf, you'll find out how the AI was iteratively made challenging yet easy to understand by the player. You'll also learn about the techniques used to implement this with tight constraints in Unity.

  • Insider Broadcast
    November 14th, 2013

    Planning Domains and Compiling HTN to C++

    In this masterclass with Alexander Shafranov, winner of the Capture The Flag competition with an HTN planner, you'll learn about plan compilation to C++ using a JSHOP2-inspired architecture. Find out how to reduce time spent planning for team and individual coordination using domain specific compiled code rather than an interpreted solution.

  • Insider Broadcast
    November 8th, 2013

    Dig Into AI: A Flanking Opportunity

    This tutorial will cover how to write AI to flank an enemy. It's a fascinating problem than involves terrain representation, analysis, and reasoning. Learn about the simplest tricks in the book, as well as more advanced techniques too!
  • Insider Broadcast
    October 24th, 2013

    If You Can Build a Behavior Tree, You Can Dodge a Ball

    In this interview with Emil "AngryAnt" Johansen, you'll learn about applying behavior trees to a problem reminiscent of RTS games, in particular a dodgeball scenario. Emil will share insights from the creation of those trees and the recent release of his Behave 2 tool for Unity.
  • Insider Broadcast
    October 17th, 2013

    Sir You Are Being Procedurally Generated: British Countryside Generator

    Find out how to generate convincing British countrysides (where it's fun being hunted by robots) in this interview with Tom Betts. You'll learn about the algorithms behind the biomes for the different island types, the high-level AI director that oversees the game, as well as other aspects of the enemy AI in Sir You Are Being Hunted.
  • Open Broadcast
    October 3rd, 2013

    Component-Based Server AI for Card Hunter

    It's all hands on deck for this interview about the AI in Card Hunter with Tess Snider. You'll learn how a modular component-based architecture allowed for a very modular decision logic that could deal with new cards easily, and how the team scaled the Java-based implementation to handle thousands of concurrent users.