Premium Interviews

Plan-Space Hierarchical Heuristic Search for Planned Assault in ARMA II
Premium Interview June 2nd, 2014

Plan-Space Hierarchical Heuristic Search for Planned Assault in ARMA ...

In this interview with William van der Sterren, you'll hear about an Planned Assault: a web-based mission generator for ARMA II that uses a highly specialized planner. The AI that powers the site can generate large scale manoeuvres that involve hundreds of military units such as infantry, air support and armored divisions. This requires significant insights into the planning process that military uses, and lots ...

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?

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: ...

The Great Behavior Tree Debate (May Include Mild Rants)
Premium Interview March 1st, 2014

The Great Behavior Tree Debate (May Include Mild Rants)

This enlightening (and somewhat controversial) debate with Join Bobby Anguelov and Alex Champandard covers AI architectures, character design, and behavior trees. In particular, digging into topics such as what is a behavior tree, modularity in practice, building architectures for use from designers, optimization problems and pitfalls, common issues and solutions with behavior trees, and many more topics that ...