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

Stealth AI in Indie Vampire Role-Playing Game DARK
Insider Broadcast July 18th, 2013

Stealth AI in Indie Vampire Role-Playing Game DARK

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.

Mixing AI Tools and Authoring for Progression Design
Insider Broadcast July 11th, 2013

Mixing AI Tools and Authoring for Progression Design

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.

A Planner in 100 Lines Of Code: Modern AI Planning Tutorial
Insider Broadcast June 19th, 2013

A Planner in 100 Lines Of Code: Modern AI Planning Tutorial

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.

An Introduction to OpenCL for Massively Parallel Game AI Algorithms
Insider Broadcast June 6th, 2013

An Introduction to OpenCL for Massively Parallel Game AI Algorithms

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 ...

Using Genetic Algorithms to Mine Game Mechanics and Evolve Levels
Insider Broadcast May 16th, 2013

Using Genetic Algorithms to Mine Game Mechanics and Evolve Levels

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.

AI-Assisted Puzzle Design and Solving in SQUARE LOGIC
Insider Broadcast May 9th, 2013

AI-Assisted Puzzle Design and Solving in SQUARE LOGIC

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.

Improving Steering Behaviors with Context Maps (Not Necessarily Just F1)
Insider Broadcast May 2nd, 2013

Improving Steering Behaviors with Context Maps (Not Necessarily Just ...

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.