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Advanced Potential Fields in Practice for Efficient RTS Bots
Premium Masterclass February 10th, 2009

Advanced Potential Fields in Practice for Efficient RTS Bots

Discover advanced tricks using potential fields in this masterclass with Johan Hagelb├Ąck. In particular, this session discusses the process of accelerating high-level pathfinding using reactive lookups, as well as improving low-level navigation in dynamic environments (e.g. crowds) using a similar approach. These potential fields are also applied to tactical maneuvers such as attacking from a distance ...

[Bonus] Research for Modeling Non-Linear Stories
Premium Masterclass December 29th, 2008

[Bonus] Research for Modeling Non-Linear Stories

In this session, Fabio Zambetta discusses the process of applying hybrid control policies (HCB) that combine fuzzy logic and discrete logic to story generation. In particular, he explains how to create the AI of high-level factions that can decide when and why to behave towards each other. The masterclass looks at strategies for controlling the outcome of such simulations, and uses a few examples to illustrate ...

Building a Near-Perfect Animation System using Parametric Motions
Premium Masterclass November 24th, 2008

Building a Near-Perfect Animation System using Parametric Motions

In this 2h masterclass, Lucas Kovar and Alex Champandard discuss the process of creating a next-generation animation system that's flexible and extensible. The underlying representation is a graph of parametric motions, which are typically created using blending-based approaches, and built using robust tools under the supervision of animators and programmers. The runtime playback section of the talk covers ...

Testing & Debugging Experiences in Practice, from WORMS to BIOSHOCK
Premium Masterclass November 18th, 2008

Testing & Debugging Experiences in Practice, from WORMS to BIOSHOCK

In this 2h audio panel, John Abercrombie (Lead AI on Bioshock), resident expert Phil Carlisle and Alex Champandard go through the whole production pipeline step by step and identify opportunities for improving the quality and reliability of the AI. In particular, the participants discuss design documents and requirements, asserts and logging, automated testing, runtime controls and visualizations that help ...

Automated Terrain Analysis and Area Generation Algorithms
Premium Masterclass October 18th, 2008

Automated Terrain Analysis and Area Generation Algorithms

In this masterclass, William van der Sterren goes over the whole process of acquiring annotations for a level automatically, from finding a set of waypoints that describe the level by filtering out low quality waypoints and keeping the best, to connecting them together for tactical path-finding, as well as movement annotations. A whole section of the talk is also focused on area clustering, or the process of ...

Behavior Tree Implementation Techniques: Top-Down Polling vs. Bottom-Up Events
Premium Masterclass September 27th, 2008

Behavior Tree Implementation Techniques: Top-Down Polling vs ...

In this 2h30 session, Phil Carlisle and Alex Champandard discuss the programming details behind behavior trees, and hierarchical logic in general. Two major approaches are covered: the first implementation relies on modular behaviors that get updated regularly in a polling fashion. Here, all the control flow and memory management is distributed. The second approach is rather more centralized with a scheduler ...