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Stealth AI can be one of the most challenging types to build, especially without huge teams and AAA budgets. In this interview with Christian Werle, find out about the character technology behind the indie title DARK, by Realmforge Studios. You'll hear about the behavior tree, perception and integration of level scripts. Find out what worked or what didn't, and learn from examples.
Design problems can rarely be solved with AI alone; they are either too complex or require expert input to make the results work in the context of a game. In this interview with Adam Smith and Eric Butler, you'll learn how a specialized version of Prolog can applied to a game called Refraction, specifically used to generate levels, analyze them for flaws, and craft overall progressions as a learning experience.
With the additional processing power of next-generation consoles, or cloud-based server computation, techniques such as planning may find a new place in game AI. In this tutorial, you'll see how to write a full planner from scratch in 100 lines of code, one that covers both currently used techniques in games such as STRIPS and HTN planners.
The next generation of consoles will feature highly parallel compute units that are perfectly suited to number crunching, and potentially AI algorithms. In this tutorial, you'll find out how to use OpenCL in practice for game applications, how to integrate it into your game engine. Using working examples and some performance results, you'll also understand what algorithms are best suited to this kind of ...
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.
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.
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.