Upcoming Broadcasts


Recordings & Replays

Using Genetic Algorithms to Mine Game Mechanics and Evolve Levels
Open Broadcast May 16th, 2013

Using Genetic Algorithms to Mine Game Mechanics and Evolve ...

In this interview broadcast with Michael Cook, find out how his program ANGELINA can use genetic algorithms to evolve game mechanics, by actually modifying the underlying Java code. You'll also find out how another genetic algorithm can synthesize levels to put these evolved mechanics to great use.

  • Insider Broadcast
    May 9th, 2013

    AI-Assisted Puzzle Design and Solving in SQUARE LOGIC

    In this interview with Squirrel Eiserloh, you'll find out how mobile puzzle game Everyday Genius: Square Logic is powered by artificial intelligence techniques. It uses constraint-based techniques to generate thousands of solvable puzzles in order of difficulty, as well as using logical reasoning to monitor what techniques the player has learnt and potentially giving them hints.

  • Insider Broadcast
    May 2nd, 2013

    Improving Steering Behaviors with Context Maps (Not Necessarily Just F1)

    As complexity increases, steering behaviors struggle to anything but reactive decisions that could lead into trouble. For example, F1 drivers can successfully avoid cars yet follow an ideal line; how do you combine these objectives together into a robust production system? This interview with Andrew Fray, previously AI Programmer at Codemasters, looks into context maps and their benefits for movement/steering.

  • Insider Broadcast
    April 23rd, 2013

    Constraint Satisfaction from Theory To Practice (Rogue-Like Level Population)

    Did you know you could build a constraint propagator in a weekend? You could use it for many things, including populating levels based on specific designer constraints! This tutorial with Leif Foged and Ian Horswill will elucidate the topic, with underlying algorithms or tips and tricks for successfully applying constraint satisfaction to other domains of games.

  • Insider Broadcast
    April 14th, 2013

    Combining Dialog Authorship and Crowd-Sourcing with CleverScript Chatbots

    This interview with Paul Tero draws on experiences creating upcoming mobile app/toy Angry Dude, and a text-based agent training simulation branded and released alongside Skyfall (the most recent James Bond). Find out how chatbot technology can bridge the gap between meticulously authored signal-response dialog and more improvisational chatting based on crowd source data. You'll learn about the kind of algorithms and technology that's necessary to pull off real-time search in text databases of millions of entries at runtime on a mobile device.

  • Insider Broadcast
    March 20th, 2013

    Building Heroes of Newerth Bots for Training and Competition

    This interview will dig into the bots in the latest release of Heroes of Newerth, in particular how they were implemented. You'll also hear about the underlying Lua API from AI Programmer Paul Dziadzio, and how you can build your own for the game as well! (NOTE: This interview is on Wednesday.)

  • Insider Broadcast
    March 11th, 2013

    Don't Starve with Level Generation and Lua-Based Behavior Trees

    Join us on Monday for this interview about cross-platform indie survival game Don't Starve. You'll hear from the team at Klei Entertainment discuss generation of levels and their meta-data using voronoi graphs, the Lua-based behavior trees and state graphs, as well as the runtime logic that manages the player's experience.

  • Insider Broadcast
    March 3rd, 2013

    Turn-Based AI Strategy in Skulls of the Shogun

    The critically acclaimed turn-based strategy game from 17-BIT Studios features opponent AI that can challenge you, teach you how to play the game better, and make sure you have a great time! Discover how this was achieved from both code and design perspectives in this interview with Borut Pfeifer.

  • Insider Broadcast
    February 24th, 2013

    Building Awesomenauts' Enemy Bots MOBA-Style

    Find out out how Ronimo Games built the enemy bots for its 2D multiplayer online battle arena game Awesomenauts. You'll find out how the bots were made competitive, balanced and made fun to play against! Tune in for this live interview.

  • Insider Broadcast
    February 17th, 2013

    Sleeping Dogs' AI from Cover-Based Gunplay to Scenario Scripting

    In this 100th live AiGameDev.com interview, you'll hear about critically acclaimed action game Sleeping Dogs from Lead Gameplay & AI Programmer Eric Tong. In particular, the game features a large open world with traffic and pedestrians, cover-based gunplay and free-running movement, as well as scenarios that balance autonomous and scripted using behavior trees. Find out how these things were implemented in this post-mortem broadcast!

  • Insider Broadcast
    February 10th, 2013

    Mobile Utility-Based AI in BATTLE OF THE BULGE (iPad)

    Join us for this interview about critically acclaimed iPad strategy game BATTLE OF THE BULGE. You'll hear Miguel Nieves talk about his experience developing a utility-based AI, where it just worked and where it was more work than expected Other topics will include developing AI in short sprints for mobiles, how to approach the design for a board game, and the underlying architecture of the AI itself.

  • Insider Broadcast
    February 3rd, 2013

    High-Detail Voxel-based Procedural World Generation

    Miguel Cepero (blog at Procedural World) has set out to procedurally generate entire high-detailed worlds. Join us as he talks about the generation of terrain, vegetation and awe-inspiring buildings.

  • Insider Broadcast
    January 27th, 2013

    Multiplayer Bots in CALL OF DUTY: BLACK OPS 2

    In this interview with Austin Krauss from Treyarch Studios, you'll find out about the AI in blockbuster title CALL OF DUTY: BLACK OPS 2 — in particular the multiplayer bots. Find out what challenges were faced building bots that can play along side human players and look convincing while doing so! You'll also hear about the underlying technology such as the navigation and integration with scripting.

  • Insider Broadcast
    January 20th, 2013

    AI-centric Gameplay in Running with Rifles

    Find out how a small team can leverage AI techniques to deliver unique gameplay in this interview with Pasi Kainiemi of Modulaatio Games. We will explore the AI in their indie game Running with Rifles in which hundreds of AI soldiers fight over portions of a big open world. You will learn about soldier AI (including vehicle driving) and how it reacts to player commands.

  • Insider Broadcast
    December 19th, 2012

    Scout, Ambush, Hunt, Sneak: Behaviors for the Capture The Flag

    Join us this Wednesday for this beginner-friendly tutorial that focuses on creating specific behaviors and tools for #ctfcomp. You'll see how to build an AI for scouting, ambushing, hunting down bots and moving around stealthily. Don't miss this one if you are interested in combat AI or if you want to know what will get you into the top competitors.

  • Open Broadcast
    December 9th, 2012

    Procedural Level Directors for Endless Fun in Ski Safari

    Join us this week in an interview with Brendan Watts about the procedural level generation in the mobile hit SKI SAFARI. Learn how the track generation takes difficulty and level progression into account to deliver potentially endless fun.