PREMIUM & ULTIMATE Features

The AI Sandbox: Monte-Carlo Tree Search Simulation
Ultimate Release September 1st, 2014

The AI Sandbox: Monte-Carlo Tree Search Simulation

Download the newest AI Sandbox build together with the first simulation we're releasing within The AI Sandbox™ focusing on Monte-Carlo Tree Search (MCTS). This algorithm is revolutionizing search-based AI, in particular board games and now increasingly AAA games. Applying it in practice often requires specialised insights, that's where the AI Sandbox' visualizations prove extremely useful.

Banished: Creating, Balancing & Scaling a Medieval City Simulation
Premium Interview August 6th, 2014

Banished: Creating, Balancing & Scaling a Medieval City Simulation

City building games walk a fine line between AI that's fun to watch and a balanced simulation. The implementation also needs to be very efficient to support acceleration and hundreds of villagers. This interview digs into medieval-themed Banished. Luke Hodorowicz shares insights about the individual AI code, and designing a consistent experience.

Third Eye Crime: Action/Stealth Simulation with Occupancy Grids
Premium Interview July 17th, 2014

Third Eye Crime: Action/Stealth Simulation with Occupancy Grids

What does it take to build a modern stealth game with state-of-the-art AI, and make it work on tablets? This interview with Moonshot Games shares the details behind Third Eye Crime, a stealth/action game that bridges simulation and puzzle genres. Find out about the underlying occupancy grid prototype, individual AI reasoning, what it took to ship the technology on iPad, and the process of designing fun yet ...

Dig Into Monte-Carlo Tree Search
Premium Tutorial June 11th, 2014

Dig Into Monte-Carlo Tree Search

This tutorial digs into the topic of Monte-Carlo Tree Search, one of the most exciting and innovative algorithms being applied to video game AI today. Taking you from no knowledge of MCTS, you'll learn how the algorithm works in theory, seeing the source code, and watching it solve problems in practice. By looking at a complex problem in The AI Sandbox™, you'll see what it takes to apply the algorithm in ...

Plan-Space Hierarchical Heuristic Search for Planned Assault in ARMA II
Premium Interview June 2nd, 2014

Plan-Space Hierarchical Heuristic Search for Planned Assault in ARMA ...

In this interview with William van der Sterren, you'll hear about an Planned Assault: a web-based mission generator for ARMA II that uses a highly specialized planner. The AI that powers the site can generate large scale manoeuvres that involve hundreds of military units such as infantry, air support and armored divisions. This requires significant insights into the planning process that military uses, and lots ...