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.
In this double interview with Damian Isla and Christian Baekkelund, you'll hear about the making of Third Eye Crime, a stealth/action game that bridges simulation and puzzle genres. Find out about the underlying occupancy grid prototype, what it took to ship the technology on iPad, and the process of designing fun yet challenging levels for the game.
This tutorial will dig into the topic of Monte-Carlo Tree Search, one of the most exciting and innovative algorithms being applied to video game AI today. Taking you from no knowledge of MCTS, you'll learn how the algorithm works in theory, seeing the source code, and watching it solve problems in practice. By looking at a complex problem in The AI Sandbox™, you'll see what it takes to apply the algorithm in practice — tips and tricks to reuse in your own situations.
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!
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.
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!
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.
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.
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.
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!
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.
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.
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.
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.