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HALO Inspired Blackboard Architectures and Knowledge Representation
Premium Masterclass February 4th, 2010

HALO Inspired Blackboard Architectures and Knowledge Representation

Blackboards have increasingly become a key part of almost every game's AI architecture. They help maximize computation time while reducing spikes, as well as helping decouple the behavior from the acquisition of information. However, getting this part of the system right involves finding a good knowledge representation...

Behaviors By Example: Patrolling and Hiding in Cover
Premium Tutorial January 27th, 2010

Behaviors By Example: Patrolling and Hiding in Cover

Building behaviors for a game or simulation is an incremental process involving both the building blocks at the C++ level, and the way they are combined to create the AI. A key part of this process is reviewing and improving the code and the behaviors — and figuring out what the next iteration should be.

SHPA*: Improving Hierarchical Pathfinding Performance by Maintaining A Static Hierarchy with HPA*
Premium Article January 21st, 2010

SHPA*: Improving Hierarchical Pathfinding Performance by Maintaining A ...

In 2004, Botea, Muller, and Schaeffer published the HPA* algorithm (Hierarchical Path-Finding A*), which arguably describes the most popular hierarchical path-finding implementation in the video games industry. One of the most pressing concerns for HPA* is the complexity involved in modifying the graph hierarchy, which is required for connecting arbitrary start and goal nodes. Maintaining a dynamic hierarchy ...

Climbing and Sneaking Behind UNCHARTED 2: AMONG THIEVES's AI
Premium Interview January 15th, 2010

Climbing and Sneaking Behind UNCHARTED 2: AMONG THIEVES's AI

Naughty Dog's second game of this console generation, UNCHARTED 2: AMONG THIEVES, received critical acclaim for perfectly blending story telling, high-quality animation and of course gameplay. The game's AI not only allowed the creation of believable buddies that accompany the player (as Nathan Drake) throughout the game, but also supported the variety of enemies in both single player and co-operative modes.

Decentralized, Emergent and Fuzzy Intelligence: 30,000 Units in AI WAR
Premium Interview December 15th, 2009

Decentralized, Emergent and Fuzzy Intelligence: 30,000 Units in AI WAR

As an independently developed game free of typical AAA constraints, AI WAR chose to innovate with its artificial intelligence. The simulation maintains over 30,000 active ships at later stages in the campaign, including player controlled and enemy ships. The game also populates the universe procedurally in multiple ways to create replayable experiences, combining design elements of real-time strategy with ...

DEMIGOD's AI from Role-Playing to Real-Time Strategy
Premium Interview November 26th, 2009

DEMIGOD's AI from Role-Playing to Real-Time Strategy

The AI in DEMIGOD has arguably one of the most innovative designs of the decade, let alone this year. It uses a hybrid combination of a search algorithm used as way to find optimal actions, allowing the computer-controlled Heroes to both behave strategically and figure out how to level up in the game! Read this in-depth article for details of how the final system works.

Hard Work, Networking and a Bit of Luck: A Tortuous Journey into the Games Industry
Premium Interview November 19th, 2009

Hard Work, Networking and a Bit of Luck: A Tortuous Journey into the ...

Working in the games industry as an AI Programmer is undoubtedly the coolest job on the planet — based on completely objective and unbiased judgment from the AiGameDev.com editorial team. However, getting the position you want in the right company can be quite a daunting process!

Designing and Prototyping an Independent Game
Premium Interview November 16th, 2009

Designing and Prototyping an Independent Game

How do you turn an idea for a game into something that's fun to play? What do you do when those ideas rely heavily on AI? How do you balance the apparent complexity that AI brings to a simulation with the desire to keep gameplay simple? Find out in this interview with veteran game developer, Borut Pfeifer, formerly a Lead AI Programmer at Electronic Arts LA, currently working on an independent game.

A Programmer's Guide to Building a Low-Level Sensory System
Premium Tutorial October 25th, 2009

A Programmer's Guide to Building a Low-Level Sensory System

AI is only as good as the information it gets; if garbage goes in, garbage comes out. Unfortunately, acquiring good information about the physical world around an actor is not a trivial task, and calculating things like collisions and line of sight queries can take a fair bit of processing power. Providing such an interface between the low-level collision representation is typically the role of a sensory ...

Dynamic Decisions: Building an AI that Can Change Its Mind
Premium Tutorial October 11th, 2009

Dynamic Decisions: Building an AI that Can Change Its Mind

Your archers are engaging enemy cavalry from a distance using their ranged attack. The opposing forces harass you, the archers get a bit too complacent and move away from the protection of your infantry. Seeing the opportunity, the enemy cavalry charges suddenly! How do you make sure your archers or crossbowmen switch to their hand weapon to try to limit the damage?