Upcoming Broadcasts

Your Suggestions are Welcome!

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?


Yes? Then write to us with suggestions for interview partners or topics for masterclasses!

Recordings

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

Sir You Are Being Procedurally Generated: British Countryside Generator
Insider Broadcast October 17th, 2013

Sir You Are Being Procedurally Generated: British Countryside ...

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.

Component-Based Server AI for Card Hunter
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.

Applying Monte-Carlo Tree Search (MCTS) to The Octagon Theory
Insider Broadcast September 22nd, 2013

Applying Monte-Carlo Tree Search (MCTS) to The Octagon Theory

Monte-Carlo Tree Search is a promising technique that is revolutionizing board game AI. In this interview, you'll find out how MCTS can be applied to The Octagon Theory, a mobile game which combines challenges similar to Othello or Go, as well as sumo wrestling in teams (conceptually). What's necessary to build a competitive AI with monte-carlo search techniques? How do you take into account opponent models ...

The Artificial Intelligence in HITMAN: ABSOLUTION
Insider Broadcast September 5th, 2013

The Artificial Intelligence in HITMAN: ABSOLUTION

This interview with Mika Vehkala digs into the AI used to create the living and breathing world of HITMAN: ABSOLUTION. In particular, you'll learn about the underlying knowledge representation for the stealth behaviors, in particular propagation of information. You'll also hear about the tactical reasoning and positioning for enemies, and much more!

Opportunity-based AI and Tactical Combat in Expeditions: Conquistador
Open Broadcast August 22nd, 2013

Opportunity-based AI and Tactical Combat in Expeditions: Conquistador

In this interview with Casper Friis Fars√łe, you'll learn the details behind the AI in EXPEDITIONS: CONQUISTADOR, a game that received praise for its enemy behaviors and their tactical combat. You'll hear how the team's development methodology helped drive the architecture for the AI, and how that's reflected in game with great results.

Advanced OpenCL Techniques for Artificial Intelligence by Example
Insider Broadcast August 1st, 2013

Advanced OpenCL Techniques for Artificial Intelligence by Example

In this more advanced tutorial, you'll find out more in depth about building more efficient AI algorithms using OpenCL. What techniques are necessary to get the best performance out of the hardware? This broadcast will cover compute-friendly pathfinding as well as voxel-based visibility algorithms.