Premium Features

Procedural World Generation and Simulation in DWARF FORTRESS
Premium Access May 16th, 2012

Procedural World Generation and Simulation in DWARF FORTRESS

We are excited to announce that this weeks broadcast will feature Tarn Adams of Bay 12 Games, one of the masterminds behind the roguelike city building simulation DWARF FORTRESS. Learn how the world behind the ASCII interface is created and populated with dwarfs, creatures and mythology, and about the simulation process which brings the world of DWARF FORTRESS to life. The immense detail of the procedural ...

Sneaking Around & Selecting Cover using Tactical Pathfinding
Premium Access May 3rd, 2012

Sneaking Around & Selecting Cover using Tactical Pathfinding

Cover selection sounds easy to implement, but in practice can be one of the most problematic features of modern AI. How can your AI find sensible hiding spots and make sure they remain good places to hide? In this tutorial, you'll find out about finding cover in general and how to make sure the code runs efficiently — including tactical pathfinding as a secret ingredient.

  • Premium Report
    October 31st, 2008

    Goal-Oriented Action Planning

    This full report looks into the process of applying goal-oriented action planning (a.k.a. GOAP) to real-time games. This report covers many aspects of the technology, including production decisions, how to approach prototypes, dealing with designers and level scripting, low-level animation integration, and more. From the implementation point of view, you'll learn about optimization, implementation tips and debugging tools. In particular, this report focuses on STRIPS, currently the most popular implementation of GOAP in the games industry, based on the A* search algorithm. Extensions such as layers of planners, and Hierarchical Task Network planners are also discussed.
  • Premium Interview
    October 26th, 2008

    Dawn of War II and Real-time Strategy AI

    In this interview, Chris Jurney talks about the AI in Company of Heroes, which was extended for Dawn of War II. He discusses topics such as path-finding in dynamic environments, dealing with destruction, his thoughts on solving path-finding generally, squad movement and strategy, high-level RTS AI and developing AI for PC games.
  • Premium Tutorial
    October 25th, 2008

    Low-Level Animation Playback and Motion Blending

    This in-depth article looks into the process of creating the foundation of a motion-capture driven animation system. In particular, it covers the details of annotating walking / running cycles, how to interpret and model the motion of the skeleton root, playing back animations in space, as well as lining them up so they can be concatenated and blended correctly.

  • 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 creating a an extra layer in the navigation hierarchy to support things like squad behaviors and reasoning for groups of soldiers.

  • Premium Release
    October 4th, 2008

    Running Motion Capture Animations

    These animations are taken from a few different motion capture sessions labeled "Action / Adventure." The data includes running forward, turning left & right slightly, as well as more sudden turns and even dodge-like side steps. The clips include lead-in and lead-out time from the important cycles.
  • Premium Masterclass
    September 27th, 2008

    Behavior Tree Implementation Techniques: Top-Down Polling vs. Bottom-Up Events

    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 responsible for executing behaviors, and a blackboard that stores the task memories. The relative merits of each solution is discussed and analyzed.

  • Premium Interview
    September 26th, 2008

    Design Pitfalls and Cryses for Action Shooters

    In this session, Mikko Mononen discusses his experiences and presents 5+1 pitfalls that developers fall into when designing game AI for shooter games. The talk discusses avoiding complex solutions when possible, not necessarily simulating characters and their brains accurately, striving towards believable behaviors rather than realistic ones, embracing special cases rather than mimicking the elegance of physics simulations, not constraining design to the capabilities of a path-finder, and taking into account player expectations during design.

  • Premium Report
    September 24th, 2008

    Terrain Analysis & Reasoning

    This report looks into the process of creating useful annotations for terrains, whether manually by designers (and provides tips for helping the process go smoothly) or automatically using algorithms (with advice for how to approach the problem). In the second part, terrain representation is discussed in terms of finding the balance between a generic solution that supports a variety of reasoning tasks and special-case data-structures. Finally, reasoning with the terrain representation is discussed for individuals as well as groups.

  • Premium Interview
    September 23rd, 2008

    [Bonus] Next-Gen Animation for Games and AI

    In this talk, leading animation researcher Michael Gleicher takes a tour of the field of motion synthesis, locomotion and character animation. In particular, Mike discusses ways to improve I.K. using local warping around the constraint frame, implementing a skeleton based on point clouds that allow for a little stretching to overcome I.K. problems, interfacing between AI / Animation interfaces by taking into account steps and natural paths while planning, and finally using path-editing to avoid the expense of motion clips and blending where possible.