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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 ...

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

Banished: Creating, Balancing & Scaling a Medieval City ...

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.