Premium Interviews

Indie Racing AI in THUNDERWHEELS and Physics-based Vehicle Control
Premium Interview December 14th, 2011

Indie Racing AI in THUNDERWHEELS and Physics-based Vehicle Control

Building racing AI is generally difficult, but when the vehicles are physically simulated and the tracks go off-road things are particularly challenging. In this beginner-level interview with Luis Javier Fornero, you'll learn the basics of racing AI using the indie game THUNDERWHEELS as an example. You'll see how the track editor is used to create AI annotations, how that ties into runtime control of the ...

EVE ONLINE’s PvE Bots and AI Architecture for a Single-Shard MMO
Premium Interview August 22nd, 2011

EVE ONLINE’s PvE Bots and AI Architecture for a Single-Shard MMO

EVE ONLINE is the largest single-shard MMO game that has ever existed, and like every other aspect of the engine building and maintaining the AI is a tremendous challenge. Both computation and bandwidth between the machines in the cluster are very scarce resources. Yet still, in the most recent expansions of the game, CPP Games found ways to produce its most AI-rich interations yet in INCURSION, in particular ...

Seek to Thrill: Haunted NPC AI in ALAN WAKE
Premium Interview July 16th, 2011

Seek to Thrill: Haunted NPC AI in ALAN WAKE

ALAN WAKE is a psychological action thriller that stimulates an incredible tension during combat scenes, rarely achieved by other games, using a combination of elements that are tied together perfectly with the AI. The game was in development for over five years, emphasizing the benefits of iteration and making sure the different components of the design fit together — in particular the character ...

Pedestrians with Airtight Alibis and Level-Of-Detail Trading
Premium Interview May 14th, 2011

Pedestrians with Airtight Alibis and Level-Of-Detail Trading

When simulating large crowds, most games can't afford to perform detailed AI simulation on pedestrians, and often randomly generate behavior instead. Even in the very best open-world sandbox games, the pedestrians often wander around without purpose. This approach is fast, but the down side is that cracks quickly show in the NPCs decision making once the player investigates — which completely breaks ...

Strategic War Games and Operational-Level AI in COMMAND OPS: BATTLES FROM THE BULGE
Premium Interview May 7th, 2011

Strategic War Games and Operational-Level AI in COMMAND OPS: BATTLES ...

COMMAND OPS: BATTLES FROM THE BULGE is a strategic war game that has a reputation for its simulation detail, famous for its realistic model of command decision-making. It's also considered by fans of the genre as having one of the best operational AI systems even built in such a game, and one of the most advanced in any wargame.