Premium Interviews

Building Heroes of Newerth Bots for Training and Competition
Premium Interview May 14th, 2013

Building Heroes of Newerth Bots for Training and Competition

Competitive bots are becoming increasingly important for MOBA-style games, helping provide a friendly environment for practice as well as a smooth learning curve. In this interview with AI Programmer Paul Dziazio, you'll find out how the default bots were implemented in Lua, details of the API, debug visualizations, and lessons learned from the process.

Constraint Satisfaction from Theory To Practice (Rogue-Like Level Population)
Premium Interview May 9th, 2013

Constraint Satisfaction from Theory To Practice (Rogue-Like Level ...

Did you know you could build a constraint propagator in a weekend? You could use it for many things, including populating levels based on specific designer constraints! This tutorial with Leif Foged and Ian Horswill will elucidate the topic, with underlying algorithms or tips and tricks for successfully applying constraint satisfaction to other domains of games.

Combining Dialog Authorship & Crowd-Sourcing with CleverScript Chatbots
Premium Interview April 15th, 2013

Combining Dialog Authorship & Crowd-Sourcing with CleverScript ...

How can chatbot technology can bridge the gap between meticulously authored signal-response dialog and more improvisational chatting based on crowd source data? Learn about the kind of algorithms and technology that's necessary to pull off real-time search in text databases of millions of entries at runtime on a mobile device, drawing from experiences of Angry Dude or Pepito (iOS), or a Skyfall-branded (James ...

Narrative-Based Procedural World Generation and Creature AI in DON'T STARVE
Premium Interview April 6th, 2013

Narrative-Based Procedural World Generation and Creature AI in DON'T ...

Built by an experienced team, indie survival game DON'T STARVE innovates on many fronts in gameplay and design. In particular, it generates procedural worlds by first creating a set of tasks/goals for the player first (i.e. this game's narrative) and laying them out in the space afterwards (i.e. the game's world). You'll find out how this is done in this interview, as well as the Lua-based behavior trees that ...

Reactive... Strategy? Turn-Based AI in Skulls of the Shogun
Premium Interview March 27th, 2013

Reactive... Strategy? Turn-Based AI in Skulls of the Shogun

Certain designs afford specific AI architectures. In the case of Skulls of the Shogun, this resulted in a hierarchical system that makes strategic decisions while at the same time reacting to the player. This is achieved by combining a state-based approach at the top and compartmentalized utility for comparing and selecting subsets of actions. Few games have their AI explicitly (and positively) mentioned in ...