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AI and Designers: Mind the Gap
Premium Coverage May 2nd, 2009

AI and Designers: Mind the Gap

The AI Summit earlier this year featured a discussion panel about the tensions between design and programming — and particularly AI. Since AI is such an integral part of gameplay, innovation on the technical front must be matched in equal measures in design and methodology. This session looked into prototyping workflows, methodology and interaction, as well as tips and tricks from experienced designers ...

Behavior Tree Design Patterns: Prioritization
Premium Tutorial April 29th, 2009

Behavior Tree Design Patterns: Prioritization

This masterclass digs into the concept of prioritizing behaviors to help select which to activate or deactivate at any point in time. You'll learn about the three major ways of prioritizing behaviors, both statically at development time and at runtime, and list both their advantages and disadvantages. Also find out how to combine all these forms of prioritization into one tree as necessary.

GDC '09 AI Debriefing: Trends and Take-Away
Premium Discussion April 27th, 2009

GDC '09 AI Debriefing: Trends and Take-Away

This year's GDC, through the AI Summit and multiple lectures on game design, emphasized many new trends that have been sweeping through the field of Game AI recently. In this informal discussion, Phil Carlisle and Alex Champandard talk about the key trends from the conference from both a design and technical perspective. They also discuss open points and things to take-away as homework for next year!

Applying Behavioral Mathematics to LEFT 4 DEAD
Premium Masterclass April 14th, 2009

Applying Behavioral Mathematics to LEFT 4 DEAD

How can you go beyond boolean decisions to improve the AI in your NPCs? This session with Dave Mark looks into the bots in LEFT 4 DEAD, and finds ways they can be improved using concepts like decision theory and fuzzy logic. Learn how to select better targets by taking into account many factors without spending too much processing power, find out how utility-based models and drives can replace a FSM, and see ...

[Bonus] Procedural 3D Model of Future Manhattan by CityEngine
Premium Release April 10th, 2009

[Bonus] Procedural 3D Model of Future Manhattan by CityEngine

Large worlds are generally a challenge for game AI, since it requires lots of forethought to handle efficiently. Procedural technology brings these kinds of challenges right to our doorstep. To help you prepare for these challenges, AiGameDev.com teamed up with Procedural.com, the company behind CityEngine, to provide you some large models of future Manhattan — based on current maps but with lower water ...

The Recast Navigation & Construction Library by Mikko Mononen
Premium Release April 4th, 2009

The Recast Navigation & Construction Library by Mikko Mononen

Last month in his popular masterclass about creating navigation meshes by voxelization, Mikko Mononen announced that he'd be releasing his project to the public in the future. The project is now called Recast and the first version is ready, plus Mikko has made it available exclusively to Premium Members of AiGameDev.com. The license allows any usage (including commercial) but above all, be sure to send in your ...

Dynamic Locomotion by Example with Alex Champandard
Premium Tutorial March 30th, 2009

Dynamic Locomotion by Example with Alex Champandard

Follow step by step as this masterclass builds up a locomotion system from the ground up, starting from a solution that's simple to implement and low-level of detail then moving into higher quality systems that leverage animation data more and more. Learn about concepts like animation-driven motion, transitions, parametric animations, step-based models, reactive controllers and planning.

Beyond A*: Speeding Up Pathfinding Through Hierarchical Abstraction
Premium Masterclass March 19th, 2009

Beyond A*: Speeding Up Pathfinding Through Hierarchical Abstraction

What's the next step for pathfinding after the traditional A* algorithm? Find out how to improve the performance of search using a hierarchical representation combined with pathfinding on multiple layers — known as the HPA* algorithm. This masterclass will also show you how to deal with many different unit sizes and capabilities, while at the same time preserving the same speed-up provided by the ...

Navigation Mesh Generation via Voxelization and Watershed Partitioning
Premium Masterclass March 3rd, 2009

Navigation Mesh Generation via Voxelization and Watershed Partitioning

Learn how to turn a complex poly soup of triangles representing your game world into a simple but accurate mesh representation that you can use for navigation. The topics include voxelizing the polygons efficiently, ways to partition the voxels into areas, then turning these areas into triangle or convex polygons. Mikko demonstrates some real-world examples of his algorithm at work, and discuss possible ...

A Homegrown Abstract State Machine for Sports AI in NBA '09
Premium Masterclass February 24th, 2009

A Homegrown Abstract State Machine for Sports AI in NBA '09

Discover how the AI for Sony's basketball franchise was built with Lead AI Developer Brian Schwab. You'll learn about how the ASM concept was adapted and customized into a situation NBA '09. Find out how these ideas compare to behavior trees, what the editor looks like, and how Brian's situation system helped implement complex multi-agent behaviors that are 100x more detailed than 5 years ago...