Premium Interviews

Sunset Overdrive from Boss Behaviors to Open-World AI Optimization
Premium Interview January 4th, 2015

Sunset Overdrive from Boss Behaviors to Open-World AI Optimization

Join Insomiac's Jan Mueller for a look into the AI behind XBox One exclusive Sunset Overdrive. In particular, you'll hear about the challenges and solutions for building compelling boss AI, how to create a good dog companion, and general solutions for enemy AI in open-world where players traverse very fast!

The AI Behind Star Citizen's Flight Simulation and On-Foot Combat
Premium Interview December 4th, 2014

The AI Behind Star Citizen's Flight Simulation and On-Foot Combat

This interview with Matthew Jack digs into the technical details behind the technology that powers Star Citizen, in particular for Arena Commander: a dog-fighting and flight simulation module for the game. This includes the maneuver splines and 3D velocity obstacles, as well as behavior trees and live inspectors. You'll see the debugging tools in action, as well as the wider challenges of building a living ...

Strategic Neurons and Spherical AI for Planetary Annihilation
Premium Interview November 24th, 2014

Strategic Neurons and Spherical AI for Planetary Annihilation

Building an AI that can scale to large planets is no easy task, and doing so with a Neural Network adds its own additional challenges! In this interview with Mike Robbins, Software Engineer at Uber Entertainment, you'll learn lessons learned applying machine learning to this highly acclaimed RTS title — as well as dealing with strategy on multiple spherical planets.

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 ...