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 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.
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.
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.
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 ...
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!
In this interview with Casper Friis Farsøe, 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.
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.