Do you know a game you'd love to hear more about how the AI was Made? Are you releasing a game with interesting insights you'd like to share? Or are there game AI topics you'd like to know more about?
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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)!
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 ...
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: ...
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.