In this this interview with Tom Betts, you'll learn how to generate convincing British countrysides (where it's fun being hunted by robots). You'll learn about the algorithms behind the biomes for the different island types, the high-level AI director that oversees the game, as well as other aspects of the enemy AI in Sir You Are Being Hunted.
It's all hands on deck for this interview about the AI in Card Hunter with Tess Snider. As well as covering the essential elements of a card-based board game AI, you'll learn how a modular component-based architecture allowed for a reusable decision logic that could deal with new cards easily, and how the team scaled the Java-based implementation to handle thousands of concurrent users.
This post-mortem interview with Mika Vehkala digs into the AI used to create the living and breathing world of HITMAN: ABSOLUTION. In particular, you'll learn about the underlying knowledge representation for the stealth behaviors, in particular propagation of information. You'll also hear about the tactical reasoning and positioning for enemies, and how it all ties together into this AAA system.
In this interview with Casper Friis Farsøe, you'll learn the details behind the AI in EXPEDITIONS: CONQUISTADOR, a game that received praise for its enemy behaviors and their tactical combat. You'll hear how the team's development methodology helped drive the architecture for the AI, and how that's reflected in game with great results.
Stealth AI can be one of the most challenging types to build, especially without huge teams and AAA budgets. In this interview with Christian Werle, find out about the character technology behind the indie title DARK, by Realmforge Studios. You'll hear about the behavior tree, perception and integration of level scripts. Find out what worked or what didn't, and learn from examples.