Premium Interviews

Platforming MOBA Bots for AWESOMENAUTS Using Decision Trees
Premium Interview March 19th, 2013

Platforming MOBA Bots for AWESOMENAUTS Using Decision Trees

Multi-player online battle arenas (aka. MOBAs) provide huge challenges for human players as well as computer-controlled bots. In this interview with the team behind AWESOMENAUTS, you'll hear how the AI was built to support 2D-based platforming gameplay. Specifically, how the bots were implemented using a large decision tree, how the path network search at the high-level supports reactive movement at the ...

Mobile Utility-Based AI in BATTLE OF THE BULGE (iPad)
Premium Interview March 11th, 2013

Mobile Utility-Based AI in BATTLE OF THE BULGE (iPad)

Mobile devices are particularly well suited to automating board games, in particular allowing the player to compete against computer opponents! In this interview about critically-acclaimed iPad strategy game BATTLE OF THE BULGE, you'll hear how a utility-based AI was designed to support different personalities for the enemy commanders. Miguel Nieves discusses his secrets to making utility work reliably, as ...

Sleeping Dogs' AI from Cover-Based Gunplay to Pedestrian Spawning
Premium Interview March 4th, 2013

Sleeping Dogs' AI from Cover-Based Gunplay to Pedestrian Spawning

Bringing together a wide variety of different gameplay genres into one game is a challenge in itself, but building AI that can support everything from gunplay to melee, pedestrian movement and driving is even more so! In this interview with Lead Gameplay & AI Programmer Eric Tong, you'll hear about critically acclaimed action game Sleeping Dogs. In particular, how are the navigation meshes built for a large ...

Multiplayer Bot AI in CALL OF DUTY: BLACK OPS 2
Premium Interview February 20th, 2013

Multiplayer Bot AI in CALL OF DUTY: BLACK OPS 2

Bots are becoming increasingly important for multiplayer games as both a training tool and to provide a friendlier environment to play in. In this interview, you'll find out about the bot AI in blockbuster title CALL OF DUTY: BLACK OPS 2. You'll learn about the challenges and solutions of building bots that can play against or alongside human players! You'll also hear about the underlying technology such as ...

High-Detail Voxel-based Procedural World Generation (VoxelFarm Tech. Interview)
Premium Interview February 12th, 2013

High-Detail Voxel-based Procedural World Generation (VoxelFarm Tech ...

Look into the procedural landscape technology that powers Sony's upcoming Everquest Next. In this interview with Miguel Cepero, you'll find out what it takes to generate entire believable worlds, from the terrain to vegetation and even buildings. In particular, you'll see how simulation can help increase the quality of trees and forests, and why voxel representations help overall.