Premium Interviews

Introversion's AI: Bringing the Darwinians to Life and Strategy in MULTIWINIA
Premium Interview January 31st, 2009

Introversion's AI: Bringing the Darwinians to Life and Strategy in ...

Learn about the design tricks that help bring the Darwinians to life in this 1h20 interview with Chris Delay, Lead Designer and Director at Introversion — the developer of Darwinia and Multiwinia. Chris goes into details about how instinctive behaviors work and they way they brought the Darwinians to life. He also talks about implementation of the behaviors, key challenges, performance and optimization ...

Near-Optimal Character Locomotion
Premium Interview January 7th, 2009

Near-Optimal Character Locomotion

Over the past few years, research in character animation has made huge progress — particularly in example-based motion synthesis, a technique that uses captured animations to generate new streams of motion. In particular, a recent paper entitled "Near-optimal Character Animation with Continuous Control" from the University of Washington at Siggraph 2007 is at the cutting edge of locomotion technology. ...

Helios in METROID PRIME 3: Old-School Boss AI Meets Particle Swarms
Premium Interview December 20th, 2008

Helios in METROID PRIME 3: Old-School Boss AI Meets Particle Swarms

In this interview, Paul Tozour discusses his work on the AI of Metroid Prime 3, most notably the boss called Helios. He discusses the swarms in the game as the inspiration for Helios, and the various stages of the prototype. Paul also discusses the various levels of intelligence that goes into this multi-agent system, including the various forms of Helios: creature, shapes, swarm, multiple swarms, and ...

A-Life and NPC AI Behind S.T.A.L.K.E.R. Clear Sky
Premium Interview December 13th, 2008

A-Life and NPC AI Behind S.T.A.L.K.E.R. Clear Sky

In this interview, Dmitriy Iassenev talks about the A-Life and the NPC AI behind the Clear Sky prequel to the original S.T.A.L.K.E.R. Dmitriy discusses how they managed to deal with many more Stalker NPCs in the world, how the level-of-detail system works, ways for the designers to control the outcome of the A-Life simulation, and insights into the tuning process. On the individual AI level, Dmitriy discusses ...

Dawn of War II and Real-time Strategy AI
Premium Interview October 26th, 2008

Dawn of War II and Real-time Strategy AI

In this interview, Chris Jurney talks about the AI in Company of Heroes, which was extended for Dawn of War II. He discusses topics such as path-finding in dynamic environments, dealing with destruction, his thoughts on solving path-finding generally, squad movement and strategy, high-level RTS AI and developing AI for PC games.