PREMIUM & ULTIMATE Features

Applying, Optimizing & Tuning Minimax for HIVE (Board Game)
Premium Interview May 21st, 2014

Applying, Optimizing & Tuning Minimax for HIVE (Board Game)

This interview uncovers the topic of applying minimax search algorithms to board games. You'll hear from Sean Colombo from BlueLine Game Studios discuss the application of the algorithm to a board game called HIVE. In particular, learn about the benefits of visual debugging for minimax as well as how to randomize the outcomes without breaking the illusion of intelligence.

Scaling and Coordinating AI for Open Worlds in Saints Row IV
Premium Interview May 14th, 2014

Scaling and Coordinating AI for Open Worlds in Saints Row IV

In this AAA interview, join Aaron Canary for a peek behind the scenes of the AI technology in SAINTS ROW IV, the critically acclaimed open world game. What techniques were required to scale to a large world, and support multiple factions? How were the behaviors of NPCs implemented to support such a diversity in gameplay?

Deathmatch AI in Alien Arena and the ACE Bots
Premium Tutorial April 29th, 2014

Deathmatch AI in Alien Arena and the ACE Bots

In this tutorial, you'll learn how the bots in fast-pace deathmatch game Alien Arena are implemented. The code is open source and initially based on Steve Yeager's ACE bot. This broadcast will go over the different aspects of the bot AI, looking at both its architecture and noteworthy features. You'll take away lessons to implement bots into your own arena-style games!

Coverage, Take-Aways, Analysis and Trends from GDC 2014
Premium Coverage April 15th, 2014

Coverage, Take-Aways, Analysis and Trends from GDC 2014

What were the biggest take-aways from GDC 2014? This session provides for high-level coverage of the best sessions, ranging from animation to game programming, and of course AI. More importantly, you'll hear our analysis of the major underlying trends of the event, as they have changed significantly in the past year, and how they affect you and your team.

The Evolution Of Planning Applications and Algorithms in AAA Games
Premium Interview April 2nd, 2014

The Evolution Of Planning Applications and Algorithms in AAA Games

In this interview with Eric Jacopin, one of the leading researchers applying planning to games, you'll hear about the current state of planners in research and what their major pitfalls are if you intend to apply one off-the-shelf to your games. Based on recorded gameplay sessions, you'll also see his analysis of the progression of planners in the games industry since F.E.A.R. to KILLZONE 3 and in TRANSFORMERS: ...