PREMIUM & ULTIMATE Features

City Simulation in 1849 and Optimizing Rule-Based AI for Tablets
Premium Interview November 10th, 2014

City Simulation in 1849 and Optimizing Rule-Based AI for Tablets

Scaling a simulation game from a wide range of hardware including tablets to PCs is not trivial. In this interview with Robert Zubek, you'll find out how it was achieved technically with details of the rule-based production system at the heart of 1849. You'll hear how the game was balanced and tuned as well as insights from the development.

Grand Strategy AI "The Paradox Way" in EUROPA UNIVERSALIS 4
Premium Interview October 24th, 2014

Grand Strategy AI "The Paradox Way" in EUROPA UNIVERSALIS 4

Paradox has a reputation (and a unique take) for keeping its titles long in development, continuing to update them with patches and expansions. This approach has a huge impact on the AI, and you'll learn more about it in this interview with Martin Anward — now the lead on the Europa Universalis 4 team. In particular, you'll hear about the process the process of making the AI more transparent and human-like ...

Misbehaving Robots in Procedural Levels in BIONIC DUES
Premium Interview October 17th, 2014

Misbehaving Robots in Procedural Levels in BIONIC DUES

Most designers strive to build enemies that don't exhibit AI bugs, but in Arcen Games' BIONIC DUES, it's the opposite! Individual AI quirks are exposed and combined together for each of the enemy robots, adding puzzle-style gameplay into this rogue-like. In this mini-interview, learn some of the insights behind the design from Chris Park, and how it combines with the procedural level generation.

Steering-based Space Combat & Grand Simulation AI in THE LAST FEDERATION
Premium Interview October 13th, 2014

Steering-based Space Combat & Grand Simulation AI in THE LAST ...

Discover the design techniques and technology behind Arcen's most recent game, The Last Federation. You'll see how the space combat was built around steering behaviors and why design tricks were necessary to make the combat interesting. Also, you'll see how the combat scenarios are generated, and at the high-level the design and implementation of the grand simulation and AI for each of the factions in a complex ...

Board Game AI and Heuristic Pruning for LORDS OF WAR
Premium Interview September 16th, 2014

Board Game AI and Heuristic Pruning for LORDS OF WAR

What are the challenges applying Monte-Carlo Tree Search to a board game? In this interview with Nick Sephton, you'll hear about a game called LORDS OF WAR and how MCTS was applied to select which card or move should be played. In particular, you'll hear about heuristic pruning and its benefits for reducing the branching factor and how it improved performance. For those interested in multi-threading and ...