Plus Features

Sleeping Dogs' AI from Cover-Based Gunplay to Pedestrian Spawning
Premium Interview March 4th, 2013

Sleeping Dogs' AI from Cover-Based Gunplay to Pedestrian Spawning

Bringing together a wide variety of different gameplay genres into one game is a challenge in itself, but building AI that can support everything from gunplay to melee, pedestrian movement and driving is even more so! In this interview with Lead Gameplay & AI Programmer Eric Tong, you'll hear about critically acclaimed action game Sleeping Dogs. In particular, how are the navigation meshes built for a large ...

11 Secrets about LEFT 4 DEAD's AI Director and its Procedural Zombie Population
Premium Article October 7th, 2009

11 Secrets about LEFT 4 DEAD's AI Director and its Procedural Zombie ...

As more games strive for replayability and unique experiences, AI becomes increasingly important to help synthesize the gameplay and adapt to what the players are doing. This can help significantly increase the lifespan of single player games or story-based games, even if they are mostly linear like LEFT 4 DEAD. With large open sandbox worlds, technologies like the AI Director become even more important to ...

Climbing and Sneaking Behind UNCHARTED 2: AMONG THIEVES's AI
Premium Interview January 15th, 2010

Climbing and Sneaking Behind UNCHARTED 2: AMONG THIEVES's AI

Naughty Dog's second game of this console generation, UNCHARTED 2: AMONG THIEVES, received critical acclaim for perfectly blending story telling, high-quality animation and of course gameplay. The game's AI not only allowed the creation of believable buddies that accompany the player (as Nathan Drake) throughout the game, but also supported the variety of enemies in both single player and co-operative modes.

Decentralized, Emergent and Fuzzy Intelligence: 30,000 Units in AI WAR
Premium Interview December 15th, 2009

Decentralized, Emergent and Fuzzy Intelligence: 30,000 Units in AI WAR

As an independently developed game free of typical AAA constraints, AI WAR chose to innovate with its artificial intelligence. The simulation maintains over 30,000 active ships at later stages in the campaign, including player controlled and enemy ships. The game also populates the universe procedurally in multiple ways to create replayable experiences, combining design elements of real-time strategy with ...

Goal-Based Action Optimization and the Hybrid Hero AI in DEMIGOD
Premium Review September 9th, 2009

Goal-Based Action Optimization and the Hybrid Hero AI in DEMIGOD

Demigod is an innovative hybrid between RPG and RTS games, challenging the player to control and manage a Hero-like unit to accomplish a variety of missions (e.g. Dominate, Conquest, Fortress) in a set of predefined maps. It's built mostly as a multi-player experience, but includes an offline Skirmish mode for both quick games and tournaments against the AI. Since the implementation is based on a goal-oriented ...

DEMIGOD's AI from Role-Playing to Real-Time Strategy
Premium Interview November 26th, 2009

DEMIGOD's AI from Role-Playing to Real-Time Strategy

The AI in DEMIGOD has arguably one of the most innovative designs of the decade, let alone this year. It uses a hybrid combination of a search algorithm used as way to find optimal actions, allowing the computer-controlled Heroes to both behave strategically and figure out how to level up in the game! Read this in-depth article for details of how the final system works.

Balancing Diplomacy and Warfare in SINS OF A SOLAR EMPIRE's AI
Premium Interview March 27th, 2010

Balancing Diplomacy and Warfare in SINS OF A SOLAR EMPIRE's AI

Since it's release in 2008, SINS OF A SOLAR EMPIRE has captured the hearts of the gaming community and created an army of fans for its unapologetic approach to space battles; everything is always simulated, which brings the game to life with activity in a consistent and detailed way. In fact, SOSE won the AiGameDev.com award for Best AI in an Independent Game that same year.

Introversion's AI: Bringing the Darwinians to Life and Strategy in MULTIWINIA
Premium Interview January 31st, 2009

Introversion's AI: Bringing the Darwinians to Life and Strategy in ...

Learn about the design tricks that help bring the Darwinians to life in this 1h20 interview with Chris Delay, Lead Designer and Director at Introversion — the developer of Darwinia and Multiwinia. Chris goes into details about how instinctive behaviors work and they way they brought the Darwinians to life. He also talks about implementation of the behaviors, key challenges, performance and optimization ...


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